@Azanor LMAO! I've no idea if this was in previous version of Thaumcraft, but I just experienced "Thaumaria" for the first time while running around my base. Needless to say I was... surprised by the results. I still keep chuckling every time I think about the mad dash for dirt afterwards.
I've seen this issue posted once before but it doesn't seem to have been resolved.
Upon updating to 5.1.x, most of the TC-related blocks disappear from the world. Anything in a chest is still there, and a few placed blocks do remain. When I go back to 5.0.x, things are still gone, but I have a backup to try things out.
Anyone else had this issue? Anyone have a fix other than starting over?
So I've been thinking about the nature of Flux right now in TC 5, and I'm thinking there needs to be one major change to how Flux works.
We need to be discouraged from simply dumping all our "Fluxy" stuff in the Nether.
Like, when I started my 5.1.x world, the first thing I did was set up my crucible in the Nether, and I used that for all of my early-game Crucible crafting, and completely overloaded the Aura in the Nether with Flux, with little-to-no consequences.
Mainly, it seems we either need Essentia to evaporate quite quickly in the Nether, or to beef up the severity of Flux effects in the Nether. I'd recommend both.
I have just found taint crystals under my base, before having any taint explosions or rains.
I think taint in aura choose the way to drop into material world semi-random, depending on what taint stuff is already present and current taint level.
Which means that availiability of crystals will raise chance that instead of rain that will screw you base, you will have some crystals turning violet, or violet crystals spreading.
Now in the nether I do not have to fear that taint will eventualy destroy the chain of automation. The sacrafice is that while safe, almost no one builds a nether base, meaning chunks are most of the time not loaded.
See, I actually have a problem with that. The big failing, at least in my opinion, of a lot of other Industrial mods (Industrialcraft, Buildcraft, Railcraft, Thermal Expansion, Minefactory Reloaded, etc.) is the lack of any significant gameplay-impacting "pollution" mechanic, which would offset the gains of being able to duplicate ores or automate complex tasks. I like these kinds of mods having consequences for advancing to great heights, and Thaumcraft is one of the only mods that sincerely tinkers with this concept.
Which means that things which negate those concepts entirely (like putting all our stuff in the Nether) feel like oversights, not conveniences. I don't mind Late-game stuff undoing those consequences (Like "Clean, non-polluting Technology", or in Thaumcraft's case, the ability to grow Silverwood trees to build up Pure Nodes to scrub out Flux in the aura) but I feel like there should be a respectable trade-off between power and price, so to speak, to reach those stages.
I've seen this issue posted once before but it doesn't seem to have been resolved.
Upon updating to 5.1.x, most of the TC-related blocks disappear from the world. Anything in a chest is still there, and a few placed blocks do remain. When I go back to 5.0.x, things are still gone, but I have a backup to try things out.
Anyone else had this issue? Anyone have a fix other than starting over?
The way we fixed it on the server I'm on is that we just had everyone pack up all of their TC items into chests and then updated, it seemed to be more a forge issue that thaumcraft. That was the only solution we came up with in a timely manner.
Before I used it I had ~80% taint at Smeltery's chunk and 50% at conjuncted chunks.
After runnin Dispersal totem with 2 inner, 3 outer and just one Taint shard I had <10% taint everywhere.
Also, at this moment I have Harness, Totem, Silverwood staff, etc, but can't even put labels on jars, because I have yet to see a living slime. For similar reason, I don't have digging focus. Maybe requiring rare things for making what should be trivial is not a very good idea?
Also, at this moment I have Harness, Totem, Silverwood staff, etc, but can't even put labels on jars, because I have yet to see a living slime. For similar reason, I don't have digging focus. Maybe requiring rare things for making what should be trivial is not a very good idea?
LOL, I'm in the same situation (No slimeballs). This is actually one of the things I REALLY like about Botania and ProjectE, the ability to use our magic systems to either track down or convert less rare materials into more rare.
LOL, I'm in the same situation (No slimeballs). This is actually one of the things I REALLY like about Botania and ProjectE, the ability to use our magic systems to either track down or convert less rare materials into more rare.
Also, love how stuffed your crazy magic room is!
well to be fair, you only really need one slimeball.
by the way, is the fire focus wand animation correct? when im activating the focus, it doesnt really look like my player is pointing the wand forward. i just changes its angle really slightly.
doesnt look as good as with the grappler for example. due to lack of potatoes, i cant compare with the shock focus yet.
Before I used it I had ~80% taint at Smeltery's chunk and 50% at conjuncted chunks.
After runnin Dispersal totem with 2 inner, 3 outer and just one Taint shard I had <10% taint everywhere.
Seems a little short-sighted to me. I personally prefer to run an attraction totem in the same chunk as a pure node. Sure it damages the node really quickly, but at least the taint is being completely destroyed instead of being pushed away to become an issue in the future.
Rollback Post to RevisionRollBack
Due to my snarky and sarcastic personality I can easily be seen as a jerk. If I've offended you in any way it was likely unintended.
Mihosh, you have an interesting pedestal setup on your altar.
I understand your frustration on acquiring certain materials. I had to use Botania to get cocoa beans for a golem seal. Never a jungle in site when ya need one.
Also, at this moment I have Harness, Totem, Silverwood staff, etc, but can't even put labels on jars, because I have yet to see a living slime. For similar reason, I don't have digging focus. Maybe requiring rare things for making what should be trivial is not a very good idea?
Honestly, if you understand slime spawning mechanics (such as that they can now spawn at night in swamp biomes), it's not too bad. There's also a slime dupe alchemy recipe. I don't think that's too bad atm, before they could spawn in swamps.... yeah that might be a bit too obscure.
So I was gathering crystals to make some blocks, and when I went to craft the blocks, the recipe wasn't working. I opened up my thaumonomicon and my research had reset.
So I was gathering crystals to make some blocks, and when I went to craft the blocks, the recipe wasn't working. I opened up my thaumonomicon and my research had reset.
Did you update yet? Azanor says the new verison should have fixed it.
By the way. I was just playing on a SP world and met some wolves on my way and took them home.
Then I had an unfortunate encounter with a creeper and got most of them injured.
That makes me as a thaumaturge wonder. I get more powerful as I equip myself with magical equipment and wepaons, but couldn't there be a way for me to protect my dog with the same powers?
Then again their ability to teleport is almost OP already.
So I was gathering crystals to make some blocks, and when I went to craft the blocks, the recipe wasn't working. I opened up my thaumonomicon and my research had reset.
Yeah, that can happen from time to time. It seems to be much rarer now than in TC4.
You can cheat to restore your research:
Close Minecraft
Open Thaumcraft.cfg (in the config folder, make a backup of that file first) and find the line that says: I:research_difficulty=0
Change it to: I:research_difficulty=-1
Launch Minecraft and load your world.
Go to creative mode by typing /gamemode c in chat (if you have cheats disabled, use "Open to LAN" button)
Open Thaumonomicon and click on research topics you want to restore (it's up to you to decide whether you want to exploit this to cheat or just restore what you had in the first place)
If you had Eldritch and Golemancy tabs unlocked, you may need to scan certain items to unlock them again (you know, the same items you scanned earlier).
Go back to survival (/gamemode s)
Close Minecraft
Open Thaumcraft.cfg and replace what you changed back to: I:research_difficulty=0 (or restore the backup you made)
Seems a little short-sighted to me. I personally prefer to run an attraction totem in the same chunk as a pure node. Sure it damages the node really quickly, but at least the taint is being completely destroyed instead of being pushed away to become an issue in the future.
If you have pure node(s), taint is trivial, maybe too trivial even. Things get interesting when you have to deal with taint without sapling spam.
Main problem with aura is that it is not distributing evenly enough. It does travels "downslope", but very slowly, and only if slope is big enough. So you can have catastrophic taint in one chunk and barely any three chunks away. Or zero of some useful element at your table location and plenty of it around. Stirring it with totems help in both cases. Just don't load several shards into totems at once - it will happily chew through all of them, but most of effect will be done already after using up first one.
If you use smeltery actively, you will soon have ~90% taint at it's location, 50% at ~10 nearby chunks and very little everywhere else. Totem covers 121 chunk area and if this taint is spread over it you will have much more time to figure what to do with it eventually. With some luck, taint will be used up on native crystal conversion in that area. Or you'll use attraction totem to unload taint effects on some area far enough from your base. Or you'll upgrade smeltery, or find enough Silverwood saplings, etc etc.
@Azanor LMAO! I've no idea if this was in previous version of Thaumcraft, but I just experienced "Thaumaria" for the first time while running around my base. Needless to say I was... surprised by the results. I still keep chuckling every time I think about the mad dash for dirt afterwards.
Jolicraft Mod Support for 1.8 Mods
I miss fishing golems, too. They were a very convenient way to get food and useful items at a slow, but constant rate.
I've seen this issue posted once before but it doesn't seem to have been resolved.
Upon updating to 5.1.x, most of the TC-related blocks disappear from the world. Anything in a chest is still there, and a few placed blocks do remain. When I go back to 5.0.x, things are still gone, but I have a backup to try things out.
Anyone else had this issue? Anyone have a fix other than starting over?
So I've been thinking about the nature of Flux right now in TC 5, and I'm thinking there needs to be one major change to how Flux works.
We need to be discouraged from simply dumping all our "Fluxy" stuff in the Nether.
Like, when I started my 5.1.x world, the first thing I did was set up my crucible in the Nether, and I used that for all of my early-game Crucible crafting, and completely overloaded the Aura in the Nether with Flux, with little-to-no consequences.
Mainly, it seems we either need Essentia to evaporate quite quickly in the Nether, or to beef up the severity of Flux effects in the Nether. I'd recommend both.
I have just found taint crystals under my base, before having any taint explosions or rains.
I think taint in aura choose the way to drop into material world semi-random, depending on what taint stuff is already present and current taint level.
Which means that availiability of crystals will raise chance that instead of rain that will screw you base, you will have some crystals turning violet, or violet crystals spreading.
Sadly, Mirror is not chunk loading. It just buffers it and drops all at once as soon as chunk is loaded.
A bit off-topic, but the latest version of NeoTech 1.8.9 has a chunk loader.
"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far."
See, I actually have a problem with that. The big failing, at least in my opinion, of a lot of other Industrial mods (Industrialcraft, Buildcraft, Railcraft, Thermal Expansion, Minefactory Reloaded, etc.) is the lack of any significant gameplay-impacting "pollution" mechanic, which would offset the gains of being able to duplicate ores or automate complex tasks. I like these kinds of mods having consequences for advancing to great heights, and Thaumcraft is one of the only mods that sincerely tinkers with this concept.
Which means that things which negate those concepts entirely (like putting all our stuff in the Nether) feel like oversights, not conveniences. I don't mind Late-game stuff undoing those consequences (Like "Clean, non-polluting Technology", or in Thaumcraft's case, the ability to grow Silverwood trees to build up Pure Nodes to scrub out Flux in the aura) but I feel like there should be a respectable trade-off between power and price, so to speak, to reach those stages.
Totem is really good way to clean up taint.
Before I used it I had ~80% taint at Smeltery's chunk and 50% at conjuncted chunks.
After runnin Dispersal totem with 2 inner, 3 outer and just one Taint shard I had <10% taint everywhere.
Also, at this moment I have Harness, Totem, Silverwood staff, etc, but can't even put labels on jars, because I have yet to see a living slime. For similar reason, I don't have digging focus. Maybe requiring rare things for making what should be trivial is not a very good idea?
LOL, I'm in the same situation (No slimeballs). This is actually one of the things I REALLY like about Botania and ProjectE, the ability to use our magic systems to either track down or convert less rare materials into more rare.
Also, love how stuffed your crazy magic room is!
Jolicraft Mod Support for 1.8 Mods
well to be fair, you only really need one slimeball.
by the way, is the fire focus wand animation correct? when im activating the focus, it doesnt really look like my player is pointing the wand forward. i just changes its angle really slightly.
doesnt look as good as with the grappler for example. due to lack of potatoes, i cant compare with the shock focus yet.
Seems a little short-sighted to me. I personally prefer to run an attraction totem in the same chunk as a pure node. Sure it damages the node really quickly, but at least the taint is being completely destroyed instead of being pushed away to become an issue in the future.
Mihosh, you have an interesting pedestal setup on your altar.
I understand your frustration on acquiring certain materials. I had to use Botania to get cocoa beans for a golem seal. Never a jungle in site when ya need one.
"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far."
Honestly, if you understand slime spawning mechanics (such as that they can now spawn at night in swamp biomes), it's not too bad. There's also a slime dupe alchemy recipe. I don't think that's too bad atm, before they could spawn in swamps.... yeah that might be a bit too obscure.
I ask to correct bug with copying of things through turret
So I was gathering crystals to make some blocks, and when I went to craft the blocks, the recipe wasn't working. I opened up my thaumonomicon and my research had reset.
Did you update yet? Azanor says the new verison should have fixed it.
By the way. I was just playing on a SP world and met some wolves on my way and took them home.
Then I had an unfortunate encounter with a creeper and got most of them injured.
That makes me as a thaumaturge wonder. I get more powerful as I equip myself with magical equipment and wepaons, but couldn't there be a way for me to protect my dog with the same powers?
Then again their ability to teleport is almost OP already.
I made a D flip-flop!
Yeah, that can happen from time to time. It seems to be much rarer now than in TC4.
You can cheat to restore your research:
If you have pure node(s), taint is trivial, maybe too trivial even. Things get interesting when you have to deal with taint without sapling spam.
Main problem with aura is that it is not distributing evenly enough. It does travels "downslope", but very slowly, and only if slope is big enough. So you can have catastrophic taint in one chunk and barely any three chunks away. Or zero of some useful element at your table location and plenty of it around. Stirring it with totems help in both cases. Just don't load several shards into totems at once - it will happily chew through all of them, but most of effect will be done already after using up first one.
If you use smeltery actively, you will soon have ~90% taint at it's location, 50% at ~10 nearby chunks and very little everywhere else. Totem covers 121 chunk area and if this taint is spread over it you will have much more time to figure what to do with it eventually. With some luck, taint will be used up on native crystal conversion in that area. Or you'll use attraction totem to unload taint effects on some area far enough from your base. Or you'll upgrade smeltery, or find enough Silverwood saplings, etc etc.