I was playing on my 1.8.9 modded world, and I spawned close to an Eldritch altar. I did kill the knights fairly quickly (idk what happened to the priests, do they despawn after you kill the knights? I did notice the fireballs from the priests killed quite a few knights), and ended up with 2 Crimson Cult books. When I started Thaumcraft, I read one to see what would happen, and I actually got the research for it. I was surprised, however, to see that getting that research actually unlocked the eldritch tab for me. I'm not sure if this was intended, as normally you need quite a bit of warp to unlock eldritch, and with the book i got it with only 2 other researches done. I think reading the book before unlocking the eldritch tab should say like "The words in this book are twisted and strange. You cannot decipher them, perhaps with more knowledge of warp you could decode this text"
I hope Azanor sees this
i'm pretty sure it was intended, plus the book is kinda rare, and the cultists are hard find, and are hard to kill in the early game
I had a great idea for a golem core: Craft. If golems were able to craft items it would make automation even more fun and would increase the uses of golems. The core could also be a golem module instead, requiring the fine hands, similar to the aggression and vision modules.
I have already asked this on twitter and well just to be sure you see my question what if the arcane doors and warded glass I loved that stuff will it return or no?
I wonder if any thought has been given to how Thaumcraft will be affected by (or will make use of) the new mechanics in the combat update. Will we be able to dual-wield wands/staves? Wand and sword? Wand and shield? Could be lots of interesting potential there, I think.
The Meaning of Life, the Universe, and Everything.
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I've been playing for a while with this version of the mod, and now I have a slight bug to report:
I have already discovered the research for Thaumium Fortress Armor and for applying the Goggles of Revealing to the helm. However, I've worked my butt off gathering Auram for that thing, have all the aspects needed (16 Auram, 16 Praemunio and more than 32 Sensus) and all items in the pedestals. When I tried activating the Runic Matrix with my best wand, it does absolutely nothing. I even wondered if it was because the goggles were enchanted, but I spawned a clean set in and tried again. Nothing.
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The description for the darts says that it comes with one, but the golem recipe does not require it, so unless you specifically add the module, the golem does not work unless attacked. This discrepancy should probably get fixed...
EDIT: Realized there was no context here... Regarding the discussion on the previous page about dart golems not attacking things.
I don't know exactly, but one thing about the combat update, you can't dual wield two items and use them both at the same time. So double staff wouldn't work, but staff and sword would. Any right clicking item in the main hand gets priority, so if you hold a staff there it will use the focus.
A thaumcraft shield would be very interesting.
Also in 1.9 the sword of the zephyr would lo longer be able to block and thus create a wind shield....
I'm not sure why two staves wouldn't work unless you were talking about their "weapon" functionality. I'm aware that the dual wielded items can't be used at the same time but presumably that would also apply to a wand/sword combo unless Azanor decides to specifically to bypass that (which begs the question, why wouldn't he just do the same for staves).
It is also my understanding that left-click functioning items become right-click items if they are wielded off-hand (that's how I understand dual-wielding two swords to work, for example) so it would seem to make sense to me that items with only right-click functions would become left-click items when dual-wielded. At least I'm not sure why Azanor would be unable or unwilling to make it work that way, it seems like the groundwork will already have been laid by the update.
The Tools/Sword of the Zephyr... I have no idea how he's going to handle those, I assume it would likely be as the guy below you said and will probably become keypress for secondary function but still, idk.
A Thaumcraft shield would be awesome, even if it's just being able to apply Thaumcraft banner designs to the shield a la the vanilla mechanics but an actual magical shield (maybe that can actually deflect magic?) would be awesome.
I've been playing for a while with this version of the mod, and now I have a slight bug to report:
I have already discovered the research for Thaumium Fortress Armor and for applying the Goggles of Revealing to the helm. However, I've worked my butt off gathering Auram for that thing, have all the aspects needed (16 Auram, 16 Praemunio and more than 32 Sensus) and all items in the pedestals. When I tried activating the Runic Matrix with my best wand, it does absolutely nothing. I even wondered if it was because the goggles were enchanted, but I spawned a clean set in and tried again. Nothing.
Is this a bug or is it not working yet?
Same things happening to me, was wondering if the reason it doesn't work is because in the book the fortress helm has goggles in the input and output. Wonder if applying a mask works because the recipe is the same for them.
anyone knows how get the salis mundus PLSS HELP whit detailed answer!
While this is all in the Thaumonomicon, I'll go through this step by step. First you'll need to create a balanced shard; do this by taking a normal shard of any kind (not a tainted) and then you'll need materials to create 2 points of all other primal aspects in a cauldron for example if you plan on using a water shard you'll need 2 points of ignis, terra, ordo, aer, and perditio. Once you create a balnced shard just smelt it and you get salis mundus.
JourneyMap is 1.8.8 and works perfectly.
i'm pretty sure it was intended, plus the book is kinda rare, and the cultists are hard find, and are hard to kill in the early game
I had a great idea for a golem core: Craft. If golems were able to craft items it would make automation even more fun and would increase the uses of golems. The core could also be a golem module instead, requiring the fine hands, similar to the aggression and vision modules.
Yes, I found it and am using it. Pretty neat mod.
Thanks!!!
suggestion:
a base legs type for golem which would prevent them from moving but maybe make them work faster or make them stronger,
also lists for seals that control function EX:
-blacklist, paper named card then advanced guard seals wont attack the thing with that in there inventory
-blacklist, golemancers bell then a gather seal wont tell golems to pick things up so you can.
suggestion: A way to turn my extra liquid essentia into vis with the drawback of creating a ton of taint.
I have already asked this on twitter and well just to be sure you see my question what if the arcane doors and warded glass I loved that stuff will it return or no?
I wonder if any thought has been given to how Thaumcraft will be affected by (or will make use of) the new mechanics in the combat update. Will we be able to dual-wield wands/staves? Wand and sword? Wand and shield? Could be lots of interesting potential there, I think.
Getting rid of taint is currently easier task than getting missing vis if there is no right node anywhere near.
I think right-click functions of Zephyr and other tools will be moved to some key. Or Azanor will reimagine whole tool system.
It is indeed very interesting how mods will adapt to 1.9 changes.
Imagine flying on magic-enhanced Elytra, while dual wielding Grapple and Fireball staves.
Or a focus that acts differently depending on what is held in other hand.
Out of curiosity, does anyone know any commands to apply runic shielding to pieces of armour?
I've been playing for a while with this version of the mod, and now I have a slight bug to report:
I have already discovered the research for Thaumium Fortress Armor and for applying the Goggles of Revealing to the helm. However, I've worked my butt off gathering Auram for that thing, have all the aspects needed (16 Auram, 16 Praemunio and more than 32 Sensus) and all items in the pedestals. When I tried activating the Runic Matrix with my best wand, it does absolutely nothing. I even wondered if it was because the goggles were enchanted, but I spawned a clean set in and tried again. Nothing.
Is this a bug or is it not working yet?
The description for the darts says that it comes with one, but the golem recipe does not require it, so unless you specifically add the module, the golem does not work unless attacked. This discrepancy should probably get fixed...
EDIT: Realized there was no context here... Regarding the discussion on the previous page about dart golems not attacking things.
I'm not sure why two staves wouldn't work unless you were talking about their "weapon" functionality. I'm aware that the dual wielded items can't be used at the same time but presumably that would also apply to a wand/sword combo unless Azanor decides to specifically to bypass that (which begs the question, why wouldn't he just do the same for staves).
It is also my understanding that left-click functioning items become right-click items if they are wielded off-hand (that's how I understand dual-wielding two swords to work, for example) so it would seem to make sense to me that items with only right-click functions would become left-click items when dual-wielded. At least I'm not sure why Azanor would be unable or unwilling to make it work that way, it seems like the groundwork will already have been laid by the update.
The Tools/Sword of the Zephyr... I have no idea how he's going to handle those, I assume it would likely be as the guy below you said and will probably become keypress for secondary function but still, idk.
A Thaumcraft shield would be awesome, even if it's just being able to apply Thaumcraft banner designs to the shield a la the vanilla mechanics but an actual magical shield (maybe that can actually deflect magic?) would be awesome.
Same things happening to me, was wondering if the reason it doesn't work is because in the book the fortress helm has goggles in the input and output. Wonder if applying a mask works because the recipe is the same for them.
anyone able to help my with the wand textures, they appear to get messed up when i attempt to alter them?
messed up" they'll appear to have a partially textured model and disabling the resource pack doesn't change this..
anyone knows how get the salis mundus PLSS HELP whit detailed answer!
I speak Spanish, so if you notice a mistake is because I am not an expert in English D:
Smelt Balanced shard in furnace.
I recommend installing JEI and JEIAddons, so you can find Thaumcraft recipes.
the thaumonomicon tells you how.
"Who am I, you may wonder?
I am someone you know very well.
For I am every man you meet
and I am every woman you meet."
While this is all in the Thaumonomicon, I'll go through this step by step. First you'll need to create a balanced shard; do this by taking a normal shard of any kind (not a tainted) and then you'll need materials to create 2 points of all other primal aspects in a cauldron for example if you plan on using a water shard you'll need 2 points of ignis, terra, ordo, aer, and perditio. Once you create a balnced shard just smelt it and you get salis mundus.