Am I doing something wrong here? I'm pretty sure there have been changes to mana beans but I can't find anything official about it.
My mana beans have not grown even with the lamp of growth on them. Thanks for the time
Has anybody had problems with not being able to change your elevation with the Thaumostatic Harness? I can turn it on and move around just fine, but I'm 'stuck' on the same Y axis until I turn it off.
I'm using version 4.1.0e on a server with many other mods and I can't figure out if Thaumcraft is bugged or one of the other mods is breaking it. Server flying is enabled, my hotkeys don't appear to be conflicting, and a regular IC2 jetpack works just fine. I can see that version 4.1.0f fixed some bugs but specifics aren't listed.
Any help is appreciated!
Edit: Updated the server+local mod to 4.1.0g and the problem is still persisting.
Figured out my problem, it was the RareOres mod that was breaking it. That mod was clashing with some other blocks and recipes in other mods as well.
Given that runic armour is at the end of the thaumaturgical "tech tree" and requires considerable resources to infuse each piece I'm not sure that it's actually OP; there is a lot of costs and research needed to make it that far. On the other hand it is very powerful, and if the cost were relatively low per rune regenerated, essentia "fuel" being used to recharge it as you suggest might be a reasonable drawback. I know I'd still use it if that were true
In my ssp world I kinda follow basic rules - no creative tools at all (no fly, no quarries, nothing that affects the gameplay tending the game to creative and not survival). I really like the armor, but the fact that it is indestructible, not enchantable (so, its 4 peaces of gear that not work as xp dump and will never be replaced), and make me relatively immortal without any major cost makes me fell like I'm losing something... I'ts like make a "condensed ender pear" that holds 10000 items and makes me never need to go to the End or make a enderman farm. The cost to make its always low because you'll never need nothing anymore - unless you throw yourself to the void.
I can agree, runic armor is pretty powerful, but then again so is simple iron. The tradeoff seems fair to me though. More health and less armor. I've also found that explosion damage very quickly breaks my shield so creepers are even more of a threat. I think the issue comes down to infinite durability again. Needing to occasionally charge it with some kind of essentia as suggested before sounds like a good idea to me. The key word being "occasionally". I'd simply go back to thaumium if the drain rate was similar to the harness.
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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.
I can agree, runic armor is pretty powerful, but then again so is simple iron. The tradeoff seems fair to me though. More health and less armor. I've also found that explosion damage very quickly breaks my shield so creepers are even more of a threat. I think the issue comes down to infinite durability again. Needing to occasionally charge it with some kind of essentia as suggested before sounds like a good idea to me. The key word being "occasionally". I'd simply go back to thaumium if the drain rate was similar to the harness.
Well, the harness is a constant drain while in use, but if you use it sparingly it lasts a considerable amount of time. As such, I could stand a similar system with the armour, have it drain essentia to recharge. That way there's still an incentive to avoid damage. (In addition to the fact it doesn't strictly make you invincible and you can still be killed.)
Hatches/trapdoors work nicely. I use the ones from the Carpenters Blocks mod, but vanilla works as well...
Though I would love to see item grates able to be placed on the bottom of a block like the trapdoors can.
1. Did you learn how to spell {the entropy aspect} from Direwolf20's pronunciation?
2. Great idea with the Carpenter's blocks, I will totally be using this.
Is it possible to get a thaumium bossed primal staff (not wand) without cheating?
I have the thaumium bossed silverwood wand with a foci with frugal 3 and i got full vis discount armor
It's not currently possible without using addons. Don't worry though, Azanor has plans to add things that'll make this possible in the future. For now you can just use gold caps.
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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.
Unless you use addons like thaumic tinkerer KAMI, forbidden magic, or advanced thaumaturgy, no. Stick with gold caps, as all the benefits of the staff out-way the slight vis inefficiency. Azanor has already said this will so be possible.
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Question not the mad-mans ways, for you may begin to see logic in his actions, then find yourself mad as well.
You may call me The Madman, as there is no name that suits me better.
I happen to make modded survival maps, if your interested see my latest: The Asylum
People here are making some good points about the power of the runic armor and it was one of the things I was worried about when I created it.
As it stands it is effectively the last set of armor you will make barring lava accidents. Hmmm, I need to consider this.
I don't want to go the same route as the harness simply because where exactly would you insert the jar?
A better solution might be to have it drain from wands you are carrying to recharge. This might be a good mechanic for a lot of TC stuff including the repair enchant.
Hy
Just one question : Why do your French lang switch to small fonts ? (I have corrected minecraft fr_FR lang file : no mods -> ok)
but when I start Mc with Thaumcraft all the text become very small.
Is there a way to correct it quickly ? I don't find it lost in all text
Thanks for answers and sorry for faults -> Fr
I don't do the translations myself so I'm not sure what the cause might be, sorry.
I feel like the armor and the enchants draining vis is a good call. Instead of being "Free" like it is now, you must pay a small price for every use of the item(Similar to blood magics bound tools. It isn't unbalanced if you need to pay to use it. But with blood magic, running out of fuel isn't very good for you health...). I know many of the "Hardcore" players will appreciate this kind of change.
Rollback Post to RevisionRollBack
Question not the mad-mans ways, for you may begin to see logic in his actions, then find yourself mad as well.
You may call me The Madman, as there is no name that suits me better.
I happen to make modded survival maps, if your interested see my latest: The Asylum
People here are making some good points about the power of the runic armor and it was one of the things I was worried about when I created it.
As it stands it is effectively the last set of armor you will make barring lava accidents. Hmmm, I need to consider this.
I don't want to go the same route as the harness simply because where exactly would you insert the jar?
A better solution might be to have it drain from wands you are carrying to recharge. This might be a good mechanic for a lot of TC stuff including the repair enchant.
This would also give a lot more use to the much greater storage of a staff outside of node-capturing (as most of the time right now, you're unlikely to use up all the vis in a staff.)
I've done some initial fiddling and I'm happy with the wand-draining mechanic so far.
I've done the same for the repair enchant. I've sped it up a lot (2 secs between ticks instead of the current 10 secs), but the cost drained from a wand is determined by the aspects of the item. In other words a shovel of the earthmover costs a lot more to repair than a normal thaumium shovel.
It still doesn't solve the problem that runic armor will last forever. I'm sort of tempted to give it durability and store the charge level as NBT data instead. Not as big a nerf as it sounds, since durability damage is only applied to armor when the player is actually damaged.
I've done some initial fiddling and I'm happy with the wand-draining mechanic so far.
Regarding the wand draining, does it just happen passively or do you need to trigger it somehow? I can see people complaining when they don't realise using their tools has drained their wand dry.
Regarding the wand draining, does it just happen passively or do you need to trigger it somehow? I can see people complaining when they don't realise using their tools has drained their wand dry.
Sounds like a fair change, is this with the changes you had planned for nodes aswel? Also I'm kinda a bit up in the air about runic armor. I tend to mix and match armors for a difference in benefits, and my combo of boots and goggles doesn't really yield much help in the long run. Even with the effect that doubles the charge, boosts the repair speed, and combining the two which is a bit unfortunate. I'm considering emergency shield on my helmet as they tend to die out first. (I mixed tico armor with runic. ;p) anyone have a good idea on what to try for a two piece runic set composing of helmet and boots? =p
I assume it'll be able to use staves to? If so which would be the preference... Personally i'd prefer it drain the staff first, as I might need to craft a plethora of something. Also will certain tools/ armor be more vis aspect based aswell? Like the shovel will use terra, the harness will use air?
I've done some initial fiddling and I'm happy with the wand-draining mechanic so far.
I've done the same for the repair enchant. I've sped it up a lot (2 secs between ticks instead of the current 10 secs), but the cost drained from a wand is determined by the aspects of the item. In other words a shovel of the earthmover costs a lot more to repair than a normal thaumium shovel.
It still doesn't solve the problem that runic armor will last forever. I'm sort of tempted to give it durability and store the charge level as NBT data instead. Not as big a nerf as it sounds, since durability damage is only applied to armor when the player is actually damaged.
Hmmm, not sure. I will need to think about this.
I really like that idea. It kinda reminds me of how it worked in TC3. What would be nice, for example, would be say you're out mining with a pickaxe of the core and you do so much mining that it angers the earth and generates a wisp or 2 to get you to stop taking her resources. Also Azanor, I have a question. Are you going to be implementing a device to clean up flux taint that occurs around an infusion alter? Thank you for an awesome mod, so far.
i like the idea of the passive drain but having wands and stave's as the major sources seem like that should only be a transitional thing having some kind of artificial Essential Well that's ether a base structure (building upon the recharging pedestal) with a broadcast radius or a modular item that can be bound to armor/weapons that ether carry's lots of one type to feed an enchant or something or little bit of many
Sounds solid, but you're gonna have to test it pretty hard to get optimum drainage levels that don't deplete everything the wand's got and leave it useless for anything at all.
How about... the foci determine what vis is being used to repair things, and the cost-reducing enchantments on the foci make the repair cost less?
Alternatively, what about the idea of... wraps, or something. Maybe opposite-end Foci that go on the bottom of the wand instead of the top, that improve the usage of the Elemental Tools? Different Repair Foci that drain specific elements before others (useful for recharging wands), or like... Efficiency Foci that make all Elemental Tools act like they have Efficiency I while draining Aer and Aqua (Motus) to maintain - or two parts Terra : one part Ordo (metallum) for Unbreaking I, stuff like that.
Well, in the next update frugal and potency won't effect crafting costs (and "recharge" costs) at all - they will just be for foci like they are supposed to be. It has always been a bug, but fixing it would have broken some things. Those things broke with 1.7.2 anyway, so I'm taking the opportunity to fix it.
MrVideoGame there gave you the explanation, so here's the solution: MORE BEANS.
It takes a while, but a plantation of, say, 60 bean plants will be of staggering use when it comes to things such as Salis Mundus.
Figured out my problem, it was the RareOres mod that was breaking it. That mod was clashing with some other blocks and recipes in other mods as well.
In my ssp world I kinda follow basic rules - no creative tools at all (no fly, no quarries, nothing that affects the gameplay tending the game to creative and not survival). I really like the armor, but the fact that it is indestructible, not enchantable (so, its 4 peaces of gear that not work as xp dump and will never be replaced), and make me relatively immortal without any major cost makes me fell like I'm losing something... I'ts like make a "condensed ender pear" that holds 10000 items and makes me never need to go to the End or make a enderman farm. The cost to make its always low because you'll never need nothing anymore - unless you throw yourself to the void.
Well, the harness is a constant drain while in use, but if you use it sparingly it lasts a considerable amount of time. As such, I could stand a similar system with the armour, have it drain essentia to recharge. That way there's still an incentive to avoid damage. (In addition to the fact it doesn't strictly make you invincible and you can still be killed.)
2. Great idea with the Carpenter's blocks, I will totally be using this.
It's not currently possible without using addons. Don't worry though, Azanor has plans to add things that'll make this possible in the future. For now you can just use gold caps.
You may call me The Madman, as there is no name that suits me better.
I happen to make modded survival maps, if your interested see my latest: The Asylum
As it stands it is effectively the last set of armor you will make barring lava accidents. Hmmm, I need to consider this.
I don't want to go the same route as the harness simply because where exactly would you insert the jar?
A better solution might be to have it drain from wands you are carrying to recharge. This might be a good mechanic for a lot of TC stuff including the repair enchant.
I don't do the translations myself so I'm not sure what the cause might be, sorry.
I feel like the armor and the enchants draining vis is a good call. Instead of being "Free" like it is now, you must pay a small price for every use of the item(Similar to blood magics bound tools. It isn't unbalanced if you need to pay to use it. But with blood magic, running out of fuel isn't very good for you health...). I know many of the "Hardcore" players will appreciate this kind of change.
You may call me The Madman, as there is no name that suits me better.
I happen to make modded survival maps, if your interested see my latest: The Asylum
This would also give a lot more use to the much greater storage of a staff outside of node-capturing (as most of the time right now, you're unlikely to use up all the vis in a staff.)
I've done the same for the repair enchant. I've sped it up a lot (2 secs between ticks instead of the current 10 secs), but the cost drained from a wand is determined by the aspects of the item. In other words a shovel of the earthmover costs a lot more to repair than a normal thaumium shovel.
It still doesn't solve the problem that runic armor will last forever. I'm sort of tempted to give it durability and store the charge level as NBT data instead. Not as big a nerf as it sounds, since durability damage is only applied to armor when the player is actually damaged.
Hmmm, not sure. I will need to think about this.
Regarding the wand draining, does it just happen passively or do you need to trigger it somehow? I can see people complaining when they don't realise using their tools has drained their wand dry.
Its a passive process
I assume it'll be able to use staves to? If so which would be the preference... Personally i'd prefer it drain the staff first, as I might need to craft a plethora of something. Also will certain tools/ armor be more vis aspect based aswell? Like the shovel will use terra, the harness will use air?
I really like that idea. It kinda reminds me of how it worked in TC3. What would be nice, for example, would be say you're out mining with a pickaxe of the core and you do so much mining that it angers the earth and generates a wisp or 2 to get you to stop taking her resources. Also Azanor, I have a question. Are you going to be implementing a device to clean up flux taint that occurs around an infusion alter? Thank you for an awesome mod, so far.
If Minecraft were real, you'd be a zombie right now.
Sounds solid, but you're gonna have to test it pretty hard to get optimum drainage levels that don't deplete everything the wand's got and leave it useless for anything at all.
How about... the foci determine what vis is being used to repair things, and the cost-reducing enchantments on the foci make the repair cost less?
Alternatively, what about the idea of... wraps, or something. Maybe opposite-end Foci that go on the bottom of the wand instead of the top, that improve the usage of the Elemental Tools? Different Repair Foci that drain specific elements before others (useful for recharging wands), or like... Efficiency Foci that make all Elemental Tools act like they have Efficiency I while draining Aer and Aqua (Motus) to maintain - or two parts Terra : one part Ordo (metallum) for Unbreaking I, stuff like that.
Mod by Tuhljin