This works because hungry nodes gain vis by items thrown in, and they also have a property where they regen vis insanely fast. Not at the same speed as vis is being drained, but faster than a few node's regen combined.
Note: the uses of the sceptre is in jarring nodes, and making multiblock structures in general.
I don't know about the regeneration capability, but prior comments here suggest that hungry nodes no longer gain max vis from items. The scepter also functions as a spare battery for repair and runic shields.
sfsafhfdhghk1248121: No, judging from the comments here, "most people" don't use Thaumic Tinkerer, much less FTB. Thaumcraft is exceedingly popular in its own right, which is why it has add-on mods of its own -- but those add-ons are in no way required, and Thaumcraft itself provides plenty of power for the ambitious player without needing to overturn the few limits it presents.
As far as the warp cost from research, I also found that using the creative-mode "cheatsheet" Thaumonomicon brought me to about the first gold band on the sanity meter.
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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.
Also, the thing I've used the most primal essentia on is making balanced shards. Most of my primals have void jars now; Ordo and Perditio don't, but I'm thinking about it, mostly due to centrifuging for Aqua from Corpus (via Victus) and Ignis from Potentia. For Terra and Aer, I don't even bother with a normal jar.
AFKing with warp is kind of risky, but yeah, standing in a stocked Spa pool will hold you for quite a while.
ETA: Also, I thought that Azanor's "essentia sink" was the reservoir....
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.
So three "properties" of hungry nodes were discovered in my testing room just now. (note I don't know how to hide the pictures in spoilers so please ignore if you don't want to know)
1). Hungry nodes do not lose the ability to regen missing (from its max) vis when jarred.
2). Tossing Items in DOESincrease the vis cap of the node (note that there is aer in pic 3)
3). Hungry nodes only gain primal vis from items thrown in and seem to work similar to the Deconstruction Table. (note that items cannot be thrown in as a stack for this effect and must be thrown in as singular items. Was tested with 5 stacks of crafting tables)
Edit: The rate at which the items increase max vis decreases with the amount of vis in the node Pic #5 is after sacrificing 1408 crafting tables
Pic #1 is the node while jarred
Pic #2 is the node when unjarred without me throwing anything in
Pic #3 is the node after tossing in some netherrack
Pic #4 is for funsies and is a reflection of the amount of time it took me to post this after pic 3 was taken)
He who fights with monsters should look to it that he himself does not become a monster. And when you gaze long into an abyss the abyss also gazes into you.
So three "properties" of hungry nodes were discovered in my testing room just now. (note I don't know how to hide the pictures in spoilers so please ignore if you don't want to know)
Oh, excellent work! I take it you drained the node while it was in the jar, and it lost the zeroed Aer when you unjarred it?
BTW, to put pictures in spoilers, you need to host them somewhere else (such as Imageshack or even Dropbox) where they have a URL, and then "insert" them into the message with the "Insert/Edit Image" button -- that's above the edit box, before the "Bold" button. Using the "Upload an Image" button below the edit box lets you upload an image directly from your disk, but the flipside is, it always thumbnails the image after the message.
But then, the usual reason for putting inline images into spoilers is because they're big. Your attached images, not so big. (And the thumbnails aren't legible enough to really need the spoiler tags for the "other" reason, either. )
Rollback Post to RevisionRollBack
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.
Oh, excellent work! I take it you drained the node while it was in the jar, and it lost the zeroed Aer when you unjarred it?
Yeah, I guess that would be an exception to the rule where hungry nodes keep their vis caps.
On a side note, thanks for the tip for posting images
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He who fights with monsters should look to it that he himself does not become a monster. And when you gaze long into an abyss the abyss also gazes into you.
Yeah, I guess that would be an exception to the rule where hungry nodes keep their vis caps.
On a side note, thanks for the tip for posting images
You're welcome... BTW, I just did a bit of experimentation of my own, and discovered that since the attachments themselves have a URL on the forum site, you can inline them into another message (but not the same one, because they don't get a URL until the message is posted). I also note that when I inlined the image below, the box did seem to figure out the dimensions, but trying to inline your image, it appears huge. Were those images really 1920 by 1018? This image is 854x480:
BTW, I think you need to create the spoiler tags first and put the image inside; when I spoilered an image after insertion, the preview showed the image tags: Never mind, it seems to have just fumbled them the first time.
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 don't recall the bore ever having that feature... I do remember having arcane lamps having the effect that they light up a large area around them. I forget how this worked though... I haven't used them in a while, so I'm not sure how this works.
Edit: Huh, after reading the wiki, it appears that the lamp lights up a 16x16 area and prevents mob spawning. If you remove the lamp, the light stops. And yes, if you attach it to the base of the bore it'll light the hole dug
As far as I can tell, Lux is no longer used and the arcane lamp's effect is gone the moment it's moved. I still find it useful for automated mining, set the thing up with the lamp, come back later to find an excavated monster free tunnel. You can then place torches where the glimmers of light are before you remove the bore.
Attaching an Arcane Lamp to the Arcane Bore used to consume Lux essentia from a jar with a cloud streaming particle effect entering the Arcane Lamp. This would result in light being infused permanently in the tunnel which was being bored. The light could be removed by placing a block where each lighting particle effect occurred. This definitely worked in Thaumcraft 4 in the past.
I do understand that physically attaching an Arcane Lamp to the Arcane Bore will result in a lighted tunnel but this lighting effect will be removed once the Arcane Bore is picked up, and the tunnel once again plunges into darkness. There is a Thaumonomicon entry to this effect.
Also, I have tried piping Lux into the Arcane Bore via its own connection. No Lux is ever consumed from the Jar. Piping Perdito directly into the Arcane Bore via essentia pipes does work and serves to speed up the digging rate considerably. I have not use the Vis network to do this yet but I understand it also speeds up the digging rate.
My question, "Has the ability to permanently infuse light into a tunnel dug by an Arcane Bore been removed from the game completely?" I'm fine with placing torches manually after the hole has been dug. I just need to know so I can stop chasing my tail and adjust accordingly.
Addendum: It will also fumble the tags if you edit the message. File under buggy forum software.
Rollback Post to RevisionRollBack
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.
My question, "Has the ability to permanently infuse light into a tunnel dug by an Arcane Bore been removed from the game completely?" I'm fine with placing torches manually after the hole has been dug. I just need to know so I can stop chasing my tail and adjust accordingly.
Yes, it has. While this is annoying, I have to admit lighting an arbitrary-length tunnel was a little OP.
ETA: The tricky part is that after a given point, the tunnel won't be full-width (until you left it long enough to clear out the whole volume), so you need to go down there and dig holes in the walls to place torches where they won't eventually be mined.
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.
Does anyone here have any ideas as to when a new Thaumcraft update is coming out? A new TC update hasn't been out in a few months and was wondering when a new update is coming out. Thanks.
Does anyone here have any ideas as to when a new Thaumcraft update is coming out? A new TC update hasn't been out in a few months and was wondering when a new update is coming out. Thanks.
As far as I know, Azanor is hard at work adding all the eldritch stuff that wasn't added with the altars, including an entire new dimension. My best advice is to be patient and all will be revealed Soon™
The Meaning of Life, the Universe, and Everything.
Join Date:
11/10/2014
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Anyone else notice that you can charge your wand by killing mobs? It only seems to work with greatwood gold cap+ wands, but I'm finding it very useful in my current play through, breeding ridiculous amounts of livestock and harvesting them to trade for emeralds and enchant my stuff. By the time I'm finished crafting and depleting my wands they're usually up for breeding again.
The only mob that I've seen drop ignis vis is a creeper and the only mob that I've seen drop perditio so far is a squid I think, though I don't doubt that an enderman would.
Currently developing an overly complex mob trap involving liquid death and a hungry node to try to take advantage of this, since in testing I've seen hungry nodes suck up aspects tossed by unstable ones to gain vis in addition to items. I've also noticed that buckets of death do increasing amounts of damage up to a cap of 4 per tick depending on how deep the liquid is, very useful when dealing with witches, who heal themselves near infinitely in shallow death. Endermen, unfortunately, treat liquid death like water and will teleport out of the trap, I'm still working on how to contain them effectively. I don't know if surrounding the trap in water will prevent them from teleporting or perhaps if it was underground and there were no available teleport areas in their range they could be kept in check.
Anyone else notice that you can charge your wand by killing mobs? It only seems to work with greatwood gold cap+ wands, but I'm finding it
Yes, and in fact I think the aspect orbs they drop are mentioned in the Thaumonomicon. It works with any wand (or staff or scepter), it's just that the amounts become more or less trivial as your storage increases. They drop a selection of the primals contained in their own mob aspects.
Currently developing an overly complex mob trap involving liquid death and a hungry node to try to take advantage of this, since in testing I've seen hungry nodes suck up aspects tossed by unstable ones to gain vis in addition to items. I've also noticed that buckets of death do increasing amounts of damage up to a cap of 4 per tick depending on how deep the liquid is, very useful when dealing with witches, who heal themselves near infinitely in shallow death. Endermen, unfortunately, treat liquid death like water and will teleport out of the trap,
Those are some useful observations there. I suspect that Endermen can't be contained short of denying them anyplace to teleport, which requires slabbing or flooding a rather unreasonable range around them. (And doing so will also prevent them from coming close enough to teleport into your trap.)
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.
Those are some useful observations there. I suspect that Endermen can't be contained short of denying them anyplace to teleport, which requires
slabbing or flooding a rather unreasonable range around them. (And doing so will also prevent them from coming close enough to teleport into your trap.
I once accidentally made a teleport-proof mob grinder. I was playing an overworld-preset superflat so there weren't any caves aside from deep lakes, and buried the grinder deeper than their teleporting could reach. They did occasionally escape to my shroom room, but usually their teleports failed enough times that they'd die. It's kind of funny, that was actually my second ever world and first time making a grinder. Beginner's luck I guess.
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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!!!
I don't seem to have that problem. Aqua and Terra can make clay and slimeballs; Perdito makes sand and gravel; Ignis runs the furnace, and Ordo is a bit hard to get. Aer is the only Vis that I find accumulates annoyingly. I'd be happy if there were *something* to do with large quantities of it.
Well, I guess it is hard with Thaumcraft alone.
But if you can craft Chiseled Stone Bricks (ones with the dot in the middle), those contain 1 terra and 1 ordo.
Tinker's Chisel helps with that. =)
Or you could distill charcoal for energy -> ordo.
Ordo can also be obtained from Chiseled Sandstone. Also, don't blocks of ingots have Ordo? If not, they really should, if only for research points. (because who melts down iron blocks?)
Rollback Post to RevisionRollBack
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
So will excessive amounts of Flux Goo or Flux Gas cause the biome to become Tainted? Or even just generate Tainted Fibers? Also, is there a way to harvest said fibers? Silk Touch doesn't seem to work. I ask because the server seems to have generated without Tainted Lands, and we don't have a Myst age set up yet.
Just saw the video about the new focus system...Azanor you beautiful person. All of the everything yes.
Also, any chance of stuff like this making a return? I remember that the portals were what made me even bother with Minecraft in the first place. Thank you, Azanor :3
Rollback Post to RevisionRollBack
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
Yes, it has. While this is annoying, I have to admit lighting an arbitrary-length tunnel was a little OP.
ETA: The tricky part is that after a given point, the tunnel won't be full-width (until you left it long enough to clear out the whole volume), so you need to go down there and dig holes in the walls to place torches where they won't eventually be mined.
A little bit OP, and annoying if(/when) you want to remove the lights.
--
Here's a thought - If I want to carve a specific width / shape tunnel using the arcane bore - I should be possible to create a "mask" at the near end by warding blocks with the warding focus - as the bore always? mines the closest block in any column this should make the bore only mine the desired shape. Need to try this.
Ordo can also be obtained from Chiseled Sandstone. Also, don't blocks of ingots have Ordo? If not, they really should, if only for research points. (because who melts down iron blocks?)
Well, Chiseled Sandstone is still non-renewable (as of 4.2), and can use up a lot of sand that you likely want for other purposes. Silverwood logs also have Ordo, and while they're not quite renewable (until you're trading with Pech), one or two trees can tide you over until you can make a centrifuge.
Once you do make a centrifuge, you're set for Ordo, in fact you may be oversupplied. Several common aspects split directly to Ordo: Instrumentum, Motus, and Potentia. You can get Potentia from charcoal, and Machina (wooden buttons, 16 logs to a stack) splits into Instrumentum and Motus. Bestia splits to Motus too -- not only is that easy to get from meat, but Pannus (4 per wool) splits to Instrumentum and Bestia. (Wool also has Fabrico, which splits to Instrumentum and Humanus.) Then there's Telum (arrows) and Tutamen (leather and leather mob loot, more Pannus and Bestia too) which also split to Instrumentum.
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 don't know about the regeneration capability, but prior comments here suggest that hungry nodes no longer gain max vis from items. The scepter also functions as a spare battery for repair and runic shields.
sfsafhfdhghk1248121: No, judging from the comments here, "most people" don't use Thaumic Tinkerer, much less FTB. Thaumcraft is exceedingly popular in its own right, which is why it has add-on mods of its own -- but those add-ons are in no way required, and Thaumcraft itself provides plenty of power for the ambitious player without needing to overturn the few limits it presents.
As far as the warp cost from research, I also found that using the creative-mode "cheatsheet" Thaumonomicon brought me to about the first gold band on the sanity meter.
AFKing with warp is kind of risky, but yeah, standing in a stocked Spa pool will hold you for quite a while.
ETA: Also, I thought that Azanor's "essentia sink" was the reservoir....
2). Tossing Items in DOES increase the vis cap of the node (note that there is aer in pic 3)
3). Hungry nodes only gain primal vis from items thrown in and seem to work similar to the Deconstruction Table. (note that items cannot be thrown in as a stack for this effect and must be thrown in as singular items. Was tested with 5 stacks of crafting tables)
Edit: The rate at which the items increase max vis decreases with the amount of vis in the node Pic #5 is after sacrificing 1408 crafting tables
Pic #1 is the node while jarred
Pic #2 is the node when unjarred without me throwing anything in
Pic #3 is the node after tossing in some netherrack
Pic #4 is for funsies and is a reflection of the amount of time it took me to post this after pic 3 was taken)
-Friedrich Nietzsche
Oh, excellent work! I take it you drained the node while it was in the jar, and it lost the zeroed Aer when you unjarred it?
BTW, to put pictures in spoilers, you need to host them somewhere else (such as Imageshack or even Dropbox) where they have a URL, and then "insert" them into the message with the "Insert/Edit Image" button -- that's above the edit box, before the "Bold" button. Using the "Upload an Image" button below the edit box lets you upload an image directly from your disk, but the flipside is, it always thumbnails the image after the message.
But then, the usual reason for putting inline images into spoilers is because they're big. Your attached images, not so big. (And the thumbnails aren't legible enough to really need the spoiler tags for the "other" reason, either. )
Yeah, I guess that would be an exception to the rule where hungry nodes keep their vis caps.
On a side note, thanks for the tip for posting images
-Friedrich Nietzsche
You're welcome... BTW, I just did a bit of experimentation of my own, and discovered that since the attachments themselves have a URL on the forum site, you can inline them into another message (but not the same one, because they don't get a URL until the message is posted). I also note that when I inlined the image below, the box did seem to figure out the dimensions, but trying to inline your image, it appears huge. Were those images really 1920 by 1018? This image is 854x480:
BTW, I think you need to create the spoiler tags first and put the image inside; when I spoilered an image after insertion, the preview showed the image tags:Never mind, it seems to have just fumbled them the first time.Attaching an Arcane Lamp to the Arcane Bore used to consume Lux essentia from a jar with a cloud streaming particle effect entering the Arcane Lamp. This would result in light being infused permanently in the tunnel which was being bored. The light could be removed by placing a block where each lighting particle effect occurred. This definitely worked in Thaumcraft 4 in the past.
I do understand that physically attaching an Arcane Lamp to the Arcane Bore will result in a lighted tunnel but this lighting effect will be removed once the Arcane Bore is picked up, and the tunnel once again plunges into darkness. There is a Thaumonomicon entry to this effect.
Also, I have tried piping Lux into the Arcane Bore via its own connection. No Lux is ever consumed from the Jar. Piping Perdito directly into the Arcane Bore via essentia pipes does work and serves to speed up the digging rate considerably. I have not use the Vis network to do this yet but I understand it also speeds up the digging rate.
My question, "Has the ability to permanently infuse light into a tunnel dug by an Arcane Bore been removed from the game completely?" I'm fine with placing torches manually after the hole has been dug. I just need to know so I can stop chasing my tail and adjust accordingly.
Yes, it has. While this is annoying, I have to admit lighting an arbitrary-length tunnel was a little OP.
ETA: The tricky part is that after a given point, the tunnel won't be full-width (until you left it long enough to clear out the whole volume), so you need to go down there and dig holes in the walls to place torches where they won't eventually be mined.
As far as I know, Azanor is hard at work adding all the eldritch stuff that wasn't added with the altars, including an entire new dimension. My best advice is to be patient and all will be revealed Soon™
The only mob that I've seen drop ignis vis is a creeper and the only mob that I've seen drop perditio so far is a squid I think, though I don't doubt that an enderman would.
Currently developing an overly complex mob trap involving liquid death and a hungry node to try to take advantage of this, since in testing I've seen hungry nodes suck up aspects tossed by unstable ones to gain vis in addition to items. I've also noticed that buckets of death do increasing amounts of damage up to a cap of 4 per tick depending on how deep the liquid is, very useful when dealing with witches, who heal themselves near infinitely in shallow death. Endermen, unfortunately, treat liquid death like water and will teleport out of the trap, I'm still working on how to contain them effectively. I don't know if surrounding the trap in water will prevent them from teleporting or perhaps if it was underground and there were no available teleport areas in their range they could be kept in check.
I don't think it is.... At least, I hope not...
Yes, and in fact I think the aspect orbs they drop are mentioned in the Thaumonomicon. It works with any wand (or staff or scepter), it's just that the amounts become more or less trivial as your storage increases. They drop a selection of the primals contained in their own mob aspects.
Those are some useful observations there. I suspect that Endermen can't be contained short of denying them anyplace to teleport, which requires slabbing or flooding a rather unreasonable range around them. (And doing so will also prevent them from coming close enough to teleport into your trap.)
I once accidentally made a teleport-proof mob grinder. I was playing an overworld-preset superflat so there weren't any caves aside from deep lakes, and buried the grinder deeper than their teleporting could reach. They did occasionally escape to my shroom room, but usually their teleports failed enough times that they'd die. It's kind of funny, that was actually my second ever world and first time making a grinder. Beginner's luck I guess.
Ordo can also be obtained from Chiseled Sandstone. Also, don't blocks of ingots have Ordo? If not, they really should, if only for research points. (because who melts down iron blocks?)
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
Also, any chance of stuff like this making a return? I remember that the portals were what made me even bother with Minecraft in the first place. Thank you, Azanor :3
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
A little bit OP, and annoying if(/when) you want to remove the lights.
--
Here's a thought - If I want to carve a specific width / shape tunnel using the arcane bore - I should be possible to create a "mask" at the near end by warding blocks with the warding focus - as the bore always? mines the closest block in any column this should make the bore only mine the desired shape. Need to try this.
Well, Chiseled Sandstone is still non-renewable (as of 4.2), and can use up a lot of sand that you likely want for other purposes. Silverwood logs also have Ordo, and while they're not quite renewable (until you're trading with Pech), one or two trees can tide you over until you can make a centrifuge.
Once you do make a centrifuge, you're set for Ordo, in fact you may be oversupplied. Several common aspects split directly to Ordo: Instrumentum, Motus, and Potentia. You can get Potentia from charcoal, and Machina (wooden buttons, 16 logs to a stack) splits into Instrumentum and Motus. Bestia splits to Motus too -- not only is that easy to get from meat, but Pannus (4 per wool) splits to Instrumentum and Bestia. (Wool also has Fabrico, which splits to Instrumentum and Humanus.) Then there's Telum (arrows) and Tutamen (leather and leather mob loot, more Pannus and Bestia too) which also split to Instrumentum.