They spawn very, very rarely. If you need brains then sit around a sinister node at night. It spawns furious zombies that drop brains and lots of rotten flesh. I recommend you bring a good ranged weapon. I wouldn't recommend you fight them up close.
Yeah i've been looking, Definetly gonna be moving one closer to my area, Its just such a dramatic change from always being overwhelmed by angry zombies, maybe in 4.2 it will be back to normal.
Yeah i've been looking, Definetly gonna be moving one closer to my area, Its just such a dramatic change from always being overwhelmed by angry zombies, maybe in 4.2 it will be back to normal.
Unless you're using tons of arcane ears or advanced golems you don't really need many of them. Before the spawn rate was drastically reduced I had tons of those things as they're not used that frequently.
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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.
The Meaning of Life, the Universe, and Everything.
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On a side note, The aura node in my base always maintains its Ignis aspect, but changes/looses its other aspects. It absorbs a node at the very beginning of the server, is just a normal node, and spawned in a desert temple, bot sure why its doing it, since none of the other nodes have done this on my server. Also moving a Hungry Node and placing it under my friends base is just pure evil, and hilariously fun to see him log into a crater. (I did save all his stuff for him, not that mean.) They seem to be pretty devastating to their surroundings now I like it. As a though maybe have unstable nodes, change grass to mycelium to podzol, water to lava, and vice versa.
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Is it me or there is a bug with the golem not being able to open gates?
I have a wheat farm with golems, but sometime they jump on the other side of the fence using blocks where I put torches. then they stay stuck on the other side until I open a gate and see a path back to their chest.
If I put doors, they will open and close it to go out and back inside (gather golems goes to pickup zombie brains in the morning).
Yeah, golem pathfinding is kinda broken -- they can open doors and gates (and shut them behind themselves), but they often don't pathfind through closed gates. It seems to be worse when they're going back to their chest, rather than going out after something to pick up (or for butchers, something to kill).
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I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
IDFix, for all that is was a bloody stupid idea to start with, is thankfully no longer relevant come MC 1.7, as mods now register id's by name and the id numbers are auto assigned. As such there are no conflicts to manage.
IDFix, for all that is was a bloody stupid idea to start with, is thankfully no longer relevant come MC 1.7, as mods now register id's by name and the id numbers are auto assigned. As such there are no conflicts to manage.
And yet there's that issue with the PotC and cinnabar clusters...
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I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
You want a farm, you grab a hoe. You want a boat, you grab some wood. You want a fireplace, you grab A FLAMING HELL-BOULDER BECAUSE THAT'S HOW MINECRAFTERS ROLL!!!
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No no I mean more Ignis potentia.. The aspects. I'm using thaumcraft 4.1 for 1.6.4. MCPC+ So nodes don't mage and node in a jar does not work. The nodes are jut so low in aspects that I wanted a way to give people more through some kind of command block or signs or just give them 100 of everything. Any idea(
No no I mean more Ignis potentia.. The aspects. I'm using thaumcraft 4.1 for 1.6.4. MCPC+ So nodes don't mage and node in a jar does not work. The nodes are jut so low in aspects that I wanted a way to give people more through some kind of command block or signs or just give them 100 of everything. Any idea(
6.4
Still pretty vague, apsects is a general term.
Do you mean aspects as in research points?
Or in your wand (thats called vis)?
You can either do as LordEric said or use the command /thaumcraft aspect <playername> <aspectname> <amount>
(also, you can use /tc instead of /thaumcraft)
Edit: I begin to suspect someone is not reading....
I'm beginning to suspect the same exact thing...
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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.
Yeah i've been looking, Definetly gonna be moving one closer to my area, Its just such a dramatic change from always being overwhelmed by angry zombies, maybe in 4.2 it will be back to normal.
Unless you're using tons of arcane ears or advanced golems you don't really need many of them. Before the spawn rate was drastically reduced I had tons of those things as they're not used that frequently.
I have a wheat farm with golems, but sometime they jump on the other side of the fence using blocks where I put torches. then they stay stuck on the other side until I open a gate and see a path back to their chest.
If I put doors, they will open and close it to go out and back inside (gather golems goes to pickup zombie brains in the morning).
Unfortunately, IDFix minus doesn't seem to have updated for 1.7
Ok. I'll bite:
IDFix, for all that is was a bloody stupid idea to start with, is thankfully no longer relevant come MC 1.7, as mods now register id's by name and the id numbers are auto assigned. As such there are no conflicts to manage.
And yet there's that issue with the PotC and cinnabar clusters...
You mean research points? Haven't tried, but I'll bet you can modify those using NBTExplorer. The data is stored in two places:
<world>/players/<you>.dat/ForgeData/PlayerPersisted/TCAspects
<world>/level.dat/Data/Player/ForgeData/PlayerPersisted/TCAspects
6.4
Still pretty vague, apsects is a general term.
Do you mean aspects as in research points?
Or in your wand (thats called vis)?
Isnt that what he responded with?? *confused*
I'm beginning to suspect the same exact thing...
or do I have to go to each aspect?
Been a while since we had this one asked! Shift + F does it.
Oh, do you mean discover the aspects? Or to give you research points for all of them?