Agreed. the aura is way too vulnerable -- at a guess, the thaumometer guages are only around 500 points tall.. Just trying to set up my lab I'm having trouble with draining my local aura.
Also, still looking nervously at a taint patch to my northwest -- I'm not sure that was actually visible from here when I settled....
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.
I have played Minecraft a long time now and Thaumcraft was one of the first mods that caught my attention. For Thaumcraft 4 I recently have been making a five part Getting Started series followed by a "Bit-by-Bit" series where I cover different aspects of the mod a bit at a time. I thought you all may enjoy my videos and hopefully find them helpful. I have included a link to the playlist below followed by the first in the Getting Started series. I hope you enjoy and find these helpful if not entertaining.
So, don't accidentally miss your warded jars and punch the aux slurry pump right next to them because it destroys the block without dropping the pump as an item. Oops. I don't mean punch it and keep punching it for 5-10 seconds to break it, either. Hitting it once or twice is enough. Not sure if this is intentional or not?
Turned the server up to hard mode and the (spoilers about the obelisk for people who wanna figure it out on their own)
gray/black/red fog around the opened eye is AWWEESOOMMMEEEEE. All we can see are the stars and glowing nitor lights, this is the best. The outer lands are so much scarier in TC5, too, it's fantastic.
it just occured to me how awesome the pechs curse with a nightshade enchantment must be in a thaumcraft 5 auto caster to protect your base from other players.
i usually dont play on servers, so i never really bothered with the pechs curse beyond getting it just to have it. but that thing is insanely fun in pvp.
potency 2 debuffs with extended duration 2 and nightshade is just nasty.
What site is the "primary wiki" for Thaumcraft 5? I'm frustrated because I can't troubleshoot most of my problems without spending 30 minutes googling and finding misinformation. People are experimenting but not sharing efficiently so the faster we can start a wiki the less crying I will have to do
I tried to use thaumic tinkerer with Thaumcraft 5, but none of the infusion recipies would work. (I spawned in the items instead) I have no idea if the fault is with either of the mods or with my methods because I can't find any info on it.
What site is the "primary wiki" for Thaumcraft 5? I'm frustrated because I can't troubleshoot most of my problems without spending 30 minutes googling and finding misinformation. People are experimenting but not sharing efficiently so the faster we can start a wiki the less crying I will have to do
I tried to use thaumic tinkerer with Thaumcraft 5, but none of the infusion recipies would work. (I spawned in the items instead) I have no idea if the fault is with either of the mods or with my methods because I can't find any info on it.
I am hoping that, this time, sanity will result, and ftb.gamepedia.com will be the primary / semi official site, as documenting it on a site dedicated to modpacks will ensure that all the Thaumcraft addons are documented too. The greater volume of traffic also ensures that more eyes can find the content and players playing a modpack that are unfamiliar with Thaumcraft will be more likely to find helpful info if they search a multi mod wiki with a name of some random item they found in the world - say Nitor in a chest.
What site is the "primary wiki" for Thaumcraft 5? I'm frustrated because I can't troubleshoot most of my problems without spending 30 minutes googling and finding misinformation. People are experimenting but not sharing efficiently so the faster we can start a wiki the less crying I will have to do
I tried to use thaumic tinkerer with Thaumcraft 5, but none of the infusion recipies would work. (I spawned in the items instead) I have no idea if the fault is with either of the mods or with my methods because I can't find any info on it.
I doubt there is one right now, but a good place to ask questions is here.
On one side the aura should be allot more filled with vis, on the other side there is gameplay balance.
Though the focal manipulator does somewhat speak against tuned in favor of gameplay, that thing is a sinkhole for vis.
I guess the danger of the aura shouldn't be from draining it, but what happens when you drain it.
Got this no texture error after mining out a crusted opening in the outer lands with a silk touch pick. Using just Thaumcraft and Forge, no other mods.
Minor bug: No silverwood fences. They probably warrant special attention for their texture, but I was sorry to be missing them anyway. Didn't test fence gates or greatwood at the time.
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.
Minor bug: No silverwood fences. They probably warrant special attention for their texture, but I was sorry to be missing them anyway. Didn't test fence gates or greatwood at the time.
How is exactly is that a bug? How dose something that doesn't exist not be working properly? Yes, I know, that was very petty and nitpicky. Sorry if you took any offense to it.
Although I do agree, it'd be nice if silverwood and greatwood had their own fences and doors to match what vanilla did with their woods.
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.
High aura doesn't make hungry nodes as far as I can tell, but I have discovered in creative that super-nodes with over 200 points will become hungry. Just don't fuse a ridiculous number and you should be fine.
Has anyone come across the problem and or found a work around to the warded jar bottle labels only on the south face of jars when using a potion shelf? This is driving me bonkers in 1.7.10 v4.2.3.5
Has anyone come across the problem and or found a work around to the warded jar bottle labels only on the south face of jars when using a potion shelf? This is driving me bonkers in 1.7.10 v4.2.3.5
Is that the Bibliocraft shelf? I didn't know you could even put warded jars on those...cool.
I accidently a whole bottle of Alienis. Is this bad?
If you sneak right click it with an empty hand it will pop back into your inventory, that or just right click on the shelf itself and it will open the shelves inventory.
Is that the Bibliocraft shelf? I didn't know you could even put warded jars on those...cool.
Yes, the bibliocraft. Sadly the jar labels are only visible when viewing the sheft from the south face while the shelf is mounted on a northern wall. In previous versions this has always worked no matter where the shelf was mounted, but in 1.7.10 all other ways result in not being able to see the label.
Granted this could be a biblio issue rather than thaum but I thought I would start here.
I accidently [insert missing verb here] a whole bottle of Alienis. Is this bad?
...Drinking it is probably very bad for your health
But considering the options that TC4 and 5 have to offer, I'm guessing you emptied it by sneak+right clicking its lid. In TC4 you simply waste the essentia by doing so, but in TC5 it will also pollute the aura. So if you emptied a full jar of alienis, you should have 64 more flux in the local aura (it may have partially dispersed into the nearby chunks). Doing this in the middle of your base without having a pure node nearby is bad, but not necessarily catasrophic.
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!
How is exactly is that a bug? How dose something that doesn't exist not be working properly? Yes, I know, that was very petty and nitpicky. Sorry if you took any offense to it.
Although I do agree, it'd be nice if silverwood and greatwood had their own fences and doors to match what vanilla did with their woods.
In 1.8 it counts as a "minor bug" because 1.8 made it "standard" for each type of wood to have it's own fence, gate, and door. Thus new types of wood can reasonably be expected to follow suit. For most woods, it will suffice to slap the plank texture onto the respective models, but silverwood could be a bit trickier because of its fancy texture. Taintwood would be another question entirely, depending on if it's actually considered a full wood type. I just smelted all my taintwood before I thought of this, but if it's at least plankable and doesn't spread taint itself, that might be useful as a decorative block.
Another minor bug, in the smelter's GUI: the feedstock stack tends to visually disappear well before it's actually exhausted, especially when the last fuel item starts burning. Clicking on the space will reveal that in fact it's still there.
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.
It is too easy to influence the Aura, I agree-- it's trivial to completely bottom it out in certain circumstances.
This is my most favorite mod ever
but i got a problem...
i want to change the eldritch guardian to drop crimsom cult books (because skyblock spawns no eldritch pillars with crimson cult)
am i allowed to try to modify this in eclipse
and if im allowed, how do i put that in the discription when i release the modpack?
because you made the whole mod, but i made a tiny change (the only solution i can think of is still giving full credit to you because you are awesome)
btw: keep up this amazing work azanor
Ex-minecraft map maker
Somewhat of a datapack/command block engineer at your service...?
Agreed. the aura is way too vulnerable -- at a guess, the thaumometer guages are only around 500 points tall.. Just trying to set up my lab I'm having trouble with draining my local aura.
Also, still looking nervously at a taint patch to my northwest -- I'm not sure that was actually visible from here when I settled....
I have played Minecraft a long time now and Thaumcraft was one of the first mods that caught my attention. For Thaumcraft 4 I recently have been making a five part Getting Started series followed by a "Bit-by-Bit" series where I cover different aspects of the mod a bit at a time. I thought you all may enjoy my videos and hopefully find them helpful. I have included a link to the playlist below followed by the first in the Getting Started series. I hope you enjoy and find these helpful if not entertaining.
Thaumcraft 4 Playlist!
-Vallen (from Mischief of Mice)
So, don't accidentally miss your warded jars and punch the aux slurry pump right next to them because it destroys the block without dropping the pump as an item. Oops. I don't mean punch it and keep punching it for 5-10 seconds to break it, either. Hitting it once or twice is enough. Not sure if this is intentional or not?
Turned the server up to hard mode and the (spoilers about the obelisk for people who wanna figure it out on their own)
gray/black/red fog around the opened eye is AWWEESOOMMMEEEEE. All we can see are the stars and glowing nitor lights, this is the best. The outer lands are so much scarier in TC5, too, it's fantastic.
it just occured to me how awesome the pechs curse with a nightshade enchantment must be in a thaumcraft 5 auto caster to protect your base from other players.
i usually dont play on servers, so i never really bothered with the pechs curse beyond getting it just to have it. but that thing is insanely fun in pvp.
potency 2 debuffs with extended duration 2 and nightshade is just nasty.
What site is the "primary wiki" for Thaumcraft 5? I'm frustrated because I can't troubleshoot most of my problems without spending 30 minutes googling and finding misinformation. People are experimenting but not sharing efficiently so the faster we can start a wiki the less crying I will have to do
I tried to use thaumic tinkerer with Thaumcraft 5, but none of the infusion recipies would work. (I spawned in the items instead) I have no idea if the fault is with either of the mods or with my methods because I can't find any info on it.
I am hoping that, this time, sanity will result, and ftb.gamepedia.com will be the primary / semi official site, as documenting it on a site dedicated to modpacks will ensure that all the Thaumcraft addons are documented too. The greater volume of traffic also ensures that more eyes can find the content and players playing a modpack that are unfamiliar with Thaumcraft will be more likely to find helpful info if they search a multi mod wiki with a name of some random item they found in the world - say Nitor in a chest.
I doubt there is one right now, but a good place to ask questions is here.
I guess the danger of the aura shouldn't be from draining it, but what happens when you drain it.
Got this no texture error after mining out a crusted opening in the outer lands with a silk touch pick. Using just Thaumcraft and Forge, no other mods.
Minor bug: No silverwood fences. They probably warrant special attention for their texture, but I was sorry to be missing them anyway. Didn't test fence gates or greatwood at the time.
How is exactly is that a bug? How dose something that doesn't exist not be working properly? Yes, I know, that was very petty and nitpicky. Sorry if you took any offense to it.
Although I do agree, it'd be nice if silverwood and greatwood had their own fences and doors to match what vanilla did with their woods.
High aura doesn't make hungry nodes as far as I can tell, but I have discovered in creative that super-nodes with over 200 points will become hungry. Just don't fuse a ridiculous number and you should be fine.
Has anyone come across the problem and or found a work around to the warded jar bottle labels only on the south face of jars when using a potion shelf? This is driving me bonkers in 1.7.10 v4.2.3.5
Is that the Bibliocraft shelf? I didn't know you could even put warded jars on those...cool.
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
I accidently a whole bottle of Alienis. Is this bad?
I made a D flip-flop!
If you sneak right click it with an empty hand it will pop back into your inventory, that or just right click on the shelf itself and it will open the shelves inventory.
Yes, the bibliocraft. Sadly the jar labels are only visible when viewing the sheft from the south face while the shelf is mounted on a northern wall. In previous versions this has always worked no matter where the shelf was mounted, but in 1.7.10 all other ways result in not being able to see the label.
Granted this could be a biblio issue rather than thaum but I thought I would start here.
I agree, and would like to see non-magical doors made of the Thaumcraft woods too
...Drinking it is probably very bad for your health
But considering the options that TC4 and 5 have to offer, I'm guessing you emptied it by sneak+right clicking its lid. In TC4 you simply waste the essentia by doing so, but in TC5 it will also pollute the aura. So if you emptied a full jar of alienis, you should have 64 more flux in the local aura (it may have partially dispersed into the nearby chunks). Doing this in the middle of your base without having a pure node nearby is bad, but not necessarily catasrophic.
Environmentalist Thaumaturge & Crimson Cultist Wannabe
I like to build Thaumcraft themed bases and structures from time to time. Templates can be found here:
In 1.8 it counts as a "minor bug" because 1.8 made it "standard" for each type of wood to have it's own fence, gate, and door. Thus new types of wood can reasonably be expected to follow suit. For most woods, it will suffice to slap the plank texture onto the respective models, but silverwood could be a bit trickier because of its fancy texture. Taintwood would be another question entirely, depending on if it's actually considered a full wood type. I just smelted all my taintwood before I thought of this, but if it's at least plankable and doesn't spread taint itself, that might be useful as a decorative block.
Another minor bug, in the smelter's GUI: the feedstock stack tends to visually disappear well before it's actually exhausted, especially when the last fuel item starts burning. Clicking on the space will reveal that in fact it's still there.