As kaylo7 points out, you still need the Arcane Furnace, which needs Nether Brick (admittedly, that's the minimum Nether-dependency). Or there's potions, which nominally needs the Fortress but there are a lot of potions in the new goodie bags.
Also, that's more like three animal farms, or two and a fishing golem. I'm currently trying a dark-tunnel combination farm, but breaking eggs into it seems to have been over the top -- they were leaking out in hordes. Looks like I need a separate killing room for the chickens, out of gather and butcher range from the tunnel farm, the remaining cow and sheep pens, and the crop tower. Complicating things is that I'm trying to fit everything within a 5x5 chunkload (not planned from the start), and I've got a netherwart factory to fit in somewhere too. Though I may need a second chunkloader anyway, for an eventual mana-bean farm under the wisp farm.
I went exploring for snow (need Gelum for the Primal Staff), and found a decent stretch of magical forest (my first). (With some nice snowy mountains next to them. And Taint at the far end, even.) I stayed there way longer than I expected looking for mana beans, and wound up looting a whole lot of spider greatwoods and kiting my first Crimson Knights. Worked the heck out of my Ender Storage chests and sorting system. (An aside: There were a surprising number of spider greatwoods with exposed spawners due to terrain failures.) I still need an Ordo bean (got tired of waiting for beans to mature), but on the way back from all this, I found a village where I can buy mana beans, so I can grind a bit for that (and maybe save some effort on breeding).
Really?
I just slapped down a 7x7 area inclosed with paving stones of warding, set up a butcher, gather, and empty golem (more on that later), a breeding pair of cows, pigs and chickens, and then set up a lamp of fertility which was fed off the eggs that the chickens kept laying.
Pretty soon I had so much Sano I didn't know what to do and had to start crystallizing most of it.
Translation: It updates quite frequently, unless Azanor has decided to do yet another complete rewirte/massive update (as it would appear he is in the process of right now)
So, the general rule is if there hasn't been a update in the past week, the next one is gonna be huge. Other than that, bout once ever week-10 days.
So basicly, there is gonna be a big update?
Do the big updates usually cause a wipe?
I run a server and i want to make sure there wont be any problems
either youve just had bad luck, that you didnt find one, or you turned your game to peaceful at one point, while being close to one. like all hostile mobs, they would despawn.
How in the heck do you push your discount down low enough to make a Void Aspected Staff of the Primal? With a Void Aspected Silverwood Sceptre and a full set of Void robes plus Thaumaturge's boots, I can only get it as low as 155.2, which is just over what the wand can contain.
you can't in vanilla thaumcraft, not yet.
Thaumic Tinkerer can help with that, with it's Ichorium Strapped wand, and Blood Magic adds new armor with just enough to a discount to make the VASP
So basicly, there is gonna be a big update?
Do the big updates usually cause a wipe?
I run a server and i want to make sure there wont be any problems
Honestly can't say on this one. There's been talk of completely changing how the aura works, but that seems to be the only big change. Woulnd't know if that'll cause a wipe or not.
Having vis discount bound to the moon phase could be nice, both gameplay wise (allowing things such as the Void - Primal staff craftable only on new moons)
In vanilla TC you don't. It's not craftable, unless there's something yet undescovered (or discovered but not shared) that can give the % missing needed for the craft.
-------------------
@Azanor, I've just realized that we are going to have "Mutton nuggets" in the upcoming update... Shall we se a quadruple (or tetra) meat treat too?
if i might add... you also stated that you wanted to add some sort of moon phase dynamic into the mod... Having vis discount bound to the moon phase could be nice, both gameplay wise (allowing things such as the Void - Primal staff craftable only on new moons) and lore wise (Oh, implications regarding the Moon and tides, both watery and magic-y :D)
You forgot about the rabbit meat, and one of the meat types that already exists (fish perhaps?). So hextuple meat treat for you my friend! Though it would probably just stay at triple anyways.
I really like the idea about the moon phases too, and if i remember correctly Azanor mentioned that he was going to implement that for TC5. That also makes me wonder if performing infusion crafting at the opposite phase (and time of day) would worsen its stability and vis cost.
I like to build Thaumcraft themed bases and structures from time to time. Templates can be found here:
AlphaeusXVIII's creations - the templates require the Ruins Mod to work (the screenshots obviously don't) and the README!.txt file is there for a reason. Enjoy now with templates for 1.8.8!
Aha! Very enlightening, thank you! Yes, and I'm (not?) seeing the invisible enchants, too. I'll talk to my friend who runs the server.
If you delete your Thaumcraft.cfg file, the mod automatically re-creates it next time you start. This fixed the invisible repair enchant and anvil crashing on our server. The admin didn't have to step in to fix anything.
Maybe horses could make a comeback if there were, say, enchanted horseshoes to improve them?
EDIT: And I see what you mean by the 'fast crowd'. I'm already scraping together the stuff for Haste enchants to make them Even Faster!
A fishing bot pulls up haste books occasionally, it's a good way to get them for free if you're patient.
Quote from TheCorvid »
Problem that contains spoilers, so look under the cut:
Okay, so, about the Outer Lands - is it just me, or is it impossible? I've made myself a full set of void robes plus Boots of the Traveller, each with Protection IV (the boots also have Feather Falling III), plus I have the full set of runic shielding baubles, and I'm fighting with a Power V flux bow (for those that don't know, it's from Redstone Arsenal, an addon for Thermal Foundation/Expansion, and it is very powerful) and a Sharpness V flux sword and I'm just finding being in the Outer Lands so incredibly difficult that I'm dead in a minute or so, even just while fighting the crabs. I'm also carrying a staff with all the combat foci - though they aren't upgraded - for long-ranged combat when I need to, and Shock seems to be useful keeping the crabs at distance but I don't want to eat through the Aer that I need for the shielding.
I'm not an awful player; I've found playing on the server pretty effortless up until now, on Hard mode, where other people were struggling, and now I've turned the difficulty down to Normal and I'm still finding the Outer Lands so difficult that I'm sitting here wondering if there's some trick that I'm missing.
There's no trick to it. It's hard but not impossible. Three coordinated and well-equipped players were able to clear it (myself and two friends). It'll be a lot easier if you can get even one other person with you to help spot mobs and break those spawner nest things. Having high levels of runic shielding is very important. Make a vis storage amulet and slap a bunch of runic shield on it; you'll need it for keeping your shield and repair enchants powered while you soak damage. Upgrading your foci is important, too. I've had good luck with chain lighting for keeping mobs of those crabs away, but that can do some friendly fire damage to your friends if they get too close. An upgraded frost focus can slow monsters down so they're less likely to pounce on you. The primal focus can and will break the walls/floor/ceiling. It's not a good idea to use it there unless you want to go swimming in the void.
I was pleasantly surprised by the difficulty. The normal game had become so easy and vanilla mobs aren't a threat after a while. It was awesome to have it be so punishing. Tons of loot, too, totally worth it!
EDIT: omfg editing posts totally breaks the quotes aaargldskjdslkfsj
So basicly, there is gonna be a big update?
Do the big updates usually cause a wipe?
I run a server and i want to make sure there wont be any problems
1.8 is probably going to break just about everything, but if that's a hangup for you, you won't ever get to 1.8 - it's not thaumcraft, it's vanilla and therefore forge updates that do the major breaking.
Screenshot of my setup, the output pipe on this buffer leads to my main system , just after the furnace.
1) I noticed that you have four bellows attached to your Advanced Alchemical Furnace (AAF) in the back. The Thaumonomicon doesn't say anything about bellows in the AAF entry, and only says about bellows that "They can also be attached to normal or alchemical furnaces to increase their speed". Alchemical furnaces could mean either only the early type or also include the AAF. Have you noticed any improvement with your AAF after adding the bellows?
2) I've set up an automatic general purpose essentia distillery (connected to an essentia sorting system, a Thaumatorium, centrifuges, crystallizers and a netherwart farm) and decided it was time to replace the old alchemical furnace with my brand new AAF. First, I tried filling it using golems (both with and without an item grate, and with a hopper+item grate) for the AAF but the items dissapeared without any essentia being distilled. I tried all combinations of gather and fill golems made from stone and straw, and I only used one at a time, without success. Note that I did not have an air block between the item grate (when I used it) and the AAF because the golems wouldn't reach the buffer hopper. Is it possible to make the AAF (alone) work with golems?
3) I got quite frustrated after a while so I ditched the golems and ended up using a mirror+hungry chest+hopper+item grate setup with one air block between the furnace and item grate. This works fine most of the time, but I still have the issue of items dissolving without turning into essentia if I feed it a large ammount of items (like a stack of netherwarts) or just 8-16 ender pearls. The AAF's internal buffer capacity seems to be 499 essentia and I have given it a belt of buffers so essentia storage isn't the problem, and the node that is hooked up to this system provides 8 CV/t of every primal so I assume that shouldn't be a problem either. Have you ever experienced your AAF not outputting the essentia value of all the items you feed it, and is there a way to fix that?
I like to build Thaumcraft themed bases and structures from time to time. Templates can be found here:
AlphaeusXVIII's creations - the templates require the Ruins Mod to work (the screenshots obviously don't) and the README!.txt file is there for a reason. Enjoy now with templates for 1.8.8!
I recently updated to the most recent version of thaumcraft, and all of the aspects I had collected and discovered have disappeared, as if I hadn't scanned for them, but all the items I've scanned act as if I've scanned them, I'm not sure if I've explained it correctly or not.
Does anyone have some advice for fixing this or editing my researched aspects back in?
I just recently had this problem and reported it on github. What happened was your research points got reset. If you can use console commands use them to add points otherwise the only other way is to scan nodes. For some reason it also reset which nodes are scanned so go back to the ones you've found and scan them. You're pretty much going to have to rebuild your research point pool.
Can someone tell me if Nitor and Obsidian Totem blocks contribute to infusion altar stability/instability? I added some to the basement underneath my altar, and found that the altar was suddenly throwing out flux when it never had before. I was under the impression that only candles, crystal clusters and mob heads affected stability.
Can someone tell me if Nitor and Obsidian Totem blocks contribute to infusion altar stability/instability? I added some to the basement underneath my altar, and found that the altar was suddenly throwing out flux when it never had before. I was under the impression that only candles, crystal clusters and mob heads affected stability.
Hm, I didn't know that. Just as well I removed the nitors from the area around my infusion matrix once I got all the candles in place.
Nitor used to, it was removed sometime around 4.2, along with node stability. Instability is lowered by skulls, candles, and crystal clusters. Nothing else in vanilla or base TC lowers instability.
I know this is probably the wrong thread for this but since I'm here, do you know if anything in Thaumic Tinkerer affects stability, or causes Nitor/Obsidian Totems to do so? I have an Osmotic Enchanter under there.
I don't use TT, but I don't think it would change the function of standard TC blocks like that.
I'm a little puzzled by the behavior of the Crimson Rite.
A few days ago I was amusing myself kiting off knights and killing them at an obelisk right next to my base. I never got close to the priests, and when I left, they were still casting up a storm.
When I came back, everyone had despawned. Stranger yet, they had left two banners behind that seem to be phantom blocks - I can walk through them, and I can't scan them.
Any ideas? I know of two other obelisks with Crimson Rite, but I don't want to mess them up
I'm a little puzzled by the behavior of the Crimson Rite.
A few days ago I was amusing myself kiting off knights and killing them at an obelisk right next to my base. I never got close to the priests, and when I left, they were still casting up a storm.
When I came back, everyone had despawned. Stranger yet, they had left two banners behind that seem to be phantom blocks - I can walk through them, and I can't scan them.
Any ideas? I know of two other obelisks with Crimson Rite, but I don't want to mess them up
Crimson clerics despawn like other hostile mobs, so you can't keep it safe for farming unless you don't load the chunk at all or stay very close by, near the range where you could get aggro'd. Once the clerics actually despawn(or you kill them all), they're gone for good.
For the banners, i'm not really sure. You can always walk through banners, but they are scannable like everything else(but have a weird hitbox).
Really?
I just slapped down a 7x7 area inclosed with paving stones of warding, set up a butcher, gather, and empty golem (more on that later), a breeding pair of cows, pigs and chickens, and then set up a lamp of fertility which was fed off the eggs that the chickens kept laying.
Pretty soon I had so much Sano I didn't know what to do and had to start crystallizing most of it.
So basicly, there is gonna be a big update?
Do the big updates usually cause a wipe?
I run a server and i want to make sure there wont be any problems
it might be one of two things.
either youve just had bad luck, that you didnt find one, or you turned your game to peaceful at one point, while being close to one. like all hostile mobs, they would despawn.
you can't in vanilla thaumcraft, not yet.
Thaumic Tinkerer can help with that, with it's Ichorium Strapped wand, and Blood Magic adds new armor with just enough to a discount to make the VASP
Honestly can't say on this one. There's been talk of completely changing how the aura works, but that seems to be the only big change. Woulnd't know if that'll cause a wipe or not.
Oh, I like THIS idea.
You forgot about the rabbit meat, and one of the meat types that already exists (fish perhaps?). So hextuple meat treat for you my friend! Though it would probably just stay at triple anyways.
I really like the idea about the moon phases too, and if i remember correctly Azanor mentioned that he was going to implement that for TC5. That also makes me wonder if performing infusion crafting at the opposite phase (and time of day) would worsen its stability and vis cost.
Environmentalist Thaumaturge & Crimson Cultist Wannabe
I like to build Thaumcraft themed bases and structures from time to time. Templates can be found here:
If you delete your Thaumcraft.cfg file, the mod automatically re-creates it next time you start. This fixed the invisible repair enchant and anvil crashing on our server. The admin didn't have to step in to fix anything.
A fishing bot pulls up haste books occasionally, it's a good way to get them for free if you're patient.
There's no trick to it. It's hard but not impossible. Three coordinated and well-equipped players were able to clear it (myself and two friends). It'll be a lot easier if you can get even one other person with you to help spot mobs and break those spawner nest things. Having high levels of runic shielding is very important. Make a vis storage amulet and slap a bunch of runic shield on it; you'll need it for keeping your shield and repair enchants powered while you soak damage. Upgrading your foci is important, too. I've had good luck with chain lighting for keeping mobs of those crabs away, but that can do some friendly fire damage to your friends if they get too close. An upgraded frost focus can slow monsters down so they're less likely to pounce on you. The primal focus can and will break the walls/floor/ceiling. It's not a good idea to use it there unless you want to go swimming in the void.
I was pleasantly surprised by the difficulty. The normal game had become so easy and vanilla mobs aren't a threat after a while. It was awesome to have it be so punishing. Tons of loot, too, totally worth it!
EDIT: omfg editing posts totally breaks the quotes aaargldskjdslkfsj
1.8 is probably going to break just about everything, but if that's a hangup for you, you won't ever get to 1.8 - it's not thaumcraft, it's vanilla and therefore forge updates that do the major breaking.
1) I noticed that you have four bellows attached to your Advanced Alchemical Furnace (AAF) in the back. The Thaumonomicon doesn't say anything about bellows in the AAF entry, and only says about bellows that "They can also be attached to normal or alchemical furnaces to increase their speed". Alchemical furnaces could mean either only the early type or also include the AAF.
Have you noticed any improvement with your AAF after adding the bellows?
2) I've set up an automatic general purpose essentia distillery (connected to an essentia sorting system, a Thaumatorium, centrifuges, crystallizers and a netherwart farm) and decided it was time to replace the old alchemical furnace with my brand new AAF. First, I tried filling it using golems (both with and without an item grate, and with a hopper+item grate) for the AAF but the items dissapeared without any essentia being distilled. I tried all combinations of gather and fill golems made from stone and straw, and I only used one at a time, without success. Note that I did not have an air block between the item grate (when I used it) and the AAF because the golems wouldn't reach the
bufferhopper.Is it possible to make the AAF (alone) work with golems?
3) I got quite frustrated after a while so I ditched the golems and ended up using a mirror+hungry chest+hopper+item grate setup with one air block between the furnace and item grate. This works fine most of the time, but I still have the issue of items dissolving without turning into essentia if I feed it a large ammount of items (like a stack of netherwarts) or just 8-16 ender pearls. The AAF's internal buffer capacity seems to be 499 essentia and I have given it a belt of buffers so essentia storage isn't the problem, and the node that is hooked up to this system provides 8 CV/t of every primal so I assume that shouldn't be a problem either.
Have you ever experienced your AAF not outputting the essentia value of all the items you feed it, and is there a way to fix that?
Environmentalist Thaumaturge & Crimson Cultist Wannabe
I like to build Thaumcraft themed bases and structures from time to time. Templates can be found here:
Does anyone have some advice for fixing this or editing my researched aspects back in?
Min: 30:45 youtube.com/watch?v=BqEy8CQN-5U
ElRichMC 1 - Azanor 0
GG
I just recently had this problem and reported it on github. What happened was your research points got reset. If you can use console commands use them to add points otherwise the only other way is to scan nodes. For some reason it also reset which nodes are scanned so go back to the ones you've found and scan them. You're pretty much going to have to rebuild your research point pool.
Guess what, that bug was fixed quite a while ago.
ElRichMC 1 - Azanor 1
Nitor does, not sure about totems
Hm, I didn't know that. Just as well I removed the nitors from the area around my infusion matrix once I got all the candles in place.
Nitor used to, it was removed sometime around 4.2, along with node stability. Instability is lowered by skulls, candles, and crystal clusters. Nothing else in vanilla or base TC lowers instability.
I don't use TT, but I don't think it would change the function of standard TC blocks like that.
ima quote the first person to reply to this cuz why not!
I like astronomy, and one of my ideas is a mod based around astronomy.
A few days ago I was amusing myself kiting off knights and killing them at an obelisk right next to my base. I never got close to the priests, and when I left, they were still casting up a storm.
When I came back, everyone had despawned. Stranger yet, they had left two banners behind that seem to be phantom blocks - I can walk through them, and I can't scan them.
Any ideas? I know of two other obelisks with Crimson Rite, but I don't want to mess them up
Crimson clerics despawn like other hostile mobs, so you can't keep it safe for farming unless you don't load the chunk at all or stay very close by, near the range where you could get aggro'd. Once the clerics actually despawn(or you kill them all), they're gone for good.
For the banners, i'm not really sure. You can always walk through banners, but they are scannable like everything else(but have a weird hitbox).