I want 'repair 2' on my boots of the traveler. What is the best way to get it?
enchant books? leather boots until I see 'repair2' pop up? I dont get this random enchant table stuff...
I miss the days when we had infusion enchanting... Those were simpler days #livinginthepast
Any hints frorm the 1.8.9 enchanting wizards around here are highly welcome!
Since Enchanting in 1.8.9 is significantly cheaper, the best route is enchanting books. You can hover over the enchant list and see if Repair shows. If it doesn't I will choose the cheapest enchantment to cycle the list and try again. Note that although the top level enchants won't show up until level 30, it doesn't take 30 levels to get it.
I also prefer to go for lower levels of a specific enchant (Fortune 1 for instance) and 2 books with that level in the anvil to get the next level.
You'll end up with a TON of lvl 1 books that you can then combine to level 2, etc, to get all the enchants you really want over time as well. Make sure you setup an XP farm (spawners OP) before going into this endeavor though.
Since Enchanting in 1.8.9 is significantly cheaper, the best route is enchanting books. You can hover over the enchant list and see if Repair
...
thank you very much for explaining! I will do that!
should I use an additional enchanting table to do the rotation (no books level 1 enchants) or has every table its own rotation and I need to do the torch trick to disable bookshelfs to get the lowest enchant?
Iron Chests and Storage Drawers are both updated enough to work in 1.8.9. Plus I count at least two backpack mods in the curseforge modlisting for 1.8.9. So that should settle your storage problems for the time being (not that I don't agree these would be useful additions to Thaumcraft or nuthin').
I recall having weird problems like this occasionally with the Infernal Furnace starting all the way back in Thaumcraft 3 (and Thaumcraft 4). I think it's related to item stacks clipping out of the furnace before being absorbed, because it only happened when I dumped four or five stacks of stuff into it.
You can attach a hopper to the lava at the center of an Infernal Furnace like it's a chest, so that's what I'm using now. No loss problems yet.
On the subject of things that other mods do but Thaumcraft would do better...
* A "magnet" - a focus, bauble or inventory item that, while active, draws item entities that are close to the player to the player. Great for mining in precarious places, or, frankly, finding things that have fallen out of ones Infernal Furnace.
On that subject, items glitching out of the Furnace was foremost in my mind so I did a circuit around the furnace to ensure there were no things around it. Unless they had glitched into the ground or ceiling, or expired well before their 5 minutes were up, I could not find the missing cobble or balance shards.
I tested again, after updating to forge 1710 and TC 5.1.4, and this time, 4 stacks of cobble in were 4 stacks of stone out, but at least 2 of the stacks did glitch out the front of the Furnace about 3 times and had to be thrown back in. So the Furnace is, in SMP at least, very bad at catching items "dropped" in the top.
That's just "what infinity does", though; there's nothing special about the way Infinity interacts with the Bone Bow, therefore there's no reason for the Bone Bow entry to call out how it works with Infinity.
The Primal Arrows entry defines how it works with Infinity because it's different from how Infinity works with regular arrows.
Although Infinity usually requires at least one arrow to be in your inventory. If the Bone Bow doesn't even need that one arrow, that's even better. Should absolutely be mentioned in the Bone Bow entry. Also, if you want that functionality for other bows: http://minecraft.curseforge.com/projects/infinibows
Not really tc5 related but, in tc4 hardcore worlds,in the nether a gigantic obsidian totem will spawn,with a eerie node at its heart,please note in the screenshot i was attacked by wisps that popped into existance the MOMENT i got close and sent into the lava without a fire resistance potion.
That's from Automagy, and it spawns special Infernal Wisps that are required to scan to unlock certain research. Those Wisps also hit much harder than normal ones.
On the subject of things that other mods do but Thaumcraft would do better...
* A "magnet" - a focus, bauble or inventory item that, while active, draws item entities that are close to the player to the player. Great for mining in precarious places, or, frankly, finding things that have fallen out of ones Infernal Furnace.
Botania's Ring of Magnetism, or Thaumic Tinkerer's Telekinesis Focus (the best)
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
~~~~~~~~
Although Infinity usually requires at least one arrow to be in your inventory. If the Bone Bow doesn't even need that one arrow, that's even better. Should absolutely be mentioned in the Bone Bow entry. Also, if you want that functionality for other bows: http://minecraft.curseforge.com/projects/infinibows
That's from Automagy, and it spawns special Infernal Wisps that are required to scan to unlock certain research. Those Wisps also hit much harder than normal ones.
Botania's Ring of Magnetism, or Thaumic Tinkerer's Telekinesis Focus (the best)
Yes - we are very aware that other mods have magnets. Other mods that are, not as well balanced as Thaumcraft.
At any rate, for 1.8.9, I want a far FAR smaller modpack. The 1.7.10 server I ran excluded a vast number of players on low spec systems because it was too damn big. So my 1.8.9 server is getting Thaumcraft for Magic, and - if it is ported to 1.8.9 - Immersive Engineering for Tech. No addons. No shortcuts. Certainly I am unprepared to add big mods because amongst the noise they add one or two must have items.
Anyway, Botania is a tech mod skinned to look magical. I stopped being interested the moment the decision was made to make the low end flowers decay.
And Thaumic Tinkerer is just unbalanced.
Yes - we are very aware that other mods have magnets. Other mods that are, not as well balanced as Thaumcraft.
At any rate, for 1.8.9, I want a far FAR smaller modpack. The 1.7.10 server I ran excluded a vast number of players on low spec systems because it was too damn big. So my 1.8.9 server is getting Thaumcraft for Magic, and - if it is ported to 1.8.9 - Immersive Engineering for Tech. No addons. No shortcuts. Certainly I am unprepared to add big mods because amongst the noise they add one or two must have items.
Anyway, Botania is a tech mod skinned to look magical. I stopped being interested the moment the decision was made to make the low end flowers decay.
And Thaumic Tinkerer is just unbalanced.
The only thing about TT that's "unbalanced" is KAMI, and that was based on different standards when it was made.
I understand that Botania is a "tech mod disguised as magic" but it still looks pretty damn magical to me, and it feels that way, so I consider it a magic mod. If the decay situation made you stop using the mod then you can't have been too far into it.
How big WAS the pack, out of curiosity? The biggest server pack I've played on was around 250 mods, and I still never got lower than my standard ~20 FPS (which can be considered stable for me, I can play at that level just fine. Vanilla gives me like 60 FPS).
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
~~~~~~~~
Considering google has no info about these when i search for them or automagy,ill take your word for it,
Just some additional information: these Infernal Hellfire Wisps need to be scanned to unlock the Runed Obsidian: Wisp for a certain multiblock. Also, apparently they explode when they die. So that's fun. Wisps summoned via the multiblock (whose name escapes me) also explode, so built it in a safe place.
I don't know if this is a bug or not, as I try to do as little out-of-game research into TC as I can (the mystery and discovery is half the fun, afterall) but I found something in the overworld that I I could not identify.
I have since tried to look it up and what I found looks identical to the Crimson Portal that is supposed to spawn in the Outer Lands. When I found it, I didn't know what it was and proceeded to punch it to death (as is custom in Minecraft, of course) so I don't have a screenshot, or I'd post it.
Is there some other kind of portal that looks like the Crimson Portal but is different? Or could this have been some strange generation bug? I don't see anything in the changelog, so I've got no idea.
This was in the 5.1.2 update as well, I believe, if that's important.
I don't know if this is a bug or not, as I try to do as little out-of-game research into TC as I can (the mystery and discovery is half the fun, afterall) but I found something in the overworld that I I could not identify.
I have since tried to look it up and what I found looks identical to the Crimson Portal that is supposed to spawn in the Outer Lands. When I found it, I didn't know what it was and proceeded to punch it to death (as is custom in Minecraft, of course) so I don't have a screenshot, or I'd post it.
Is there some other kind of portal that looks like the Crimson Portal but is different? Or could this have been some strange generation bug? I don't see anything in the changelog, so I've got no idea.
This was in the 5.1.2 update as well, I believe, if that's important.
Sounds like the crimson cult botched the opening of the eye again.
Gameplay wise it's supposed to spawn a few cultists and then disappear.
I understand that Botania is a "tech mod disguised as magic" but it still looks pretty damn magical to me, and it feels that way, so I consider it a magic mod. If the decay situation made you stop using the mod then you can't have been too far into it.
you can turn the decay off in config but I like to let it on so I can be extra happy to find those seed in a chest that turn normal dirt into enchanted earth (on which flowers not decay). I am totally fallen for Thaumcraft and Botania
I want 'repair 2' on my boots of the traveler. What is the best way to get it?
enchant books? leather boots until I see 'repair2' pop up? I dont get this random enchant table stuff...
I miss the days when we had infusion enchanting... Those were simpler days #livinginthepast
Any hints frorm the 1.8.9 enchanting wizards around here are highly welcome!
If you can't get Repair (and btw, there is no need for Repair 2 - Repair 1 is nearly always more than enough), You can repair all TC5 gear on anvil with leather, thaumium, brass or voidmetal (depending on item).
Interesting. Well I did poke and prod it for awhile with various things before destroying it and I can say it definitely did not do either of those things.
Very weird though. so that's a thing? Occasionally they accidentally summon one of those?
Edit: On an unrelated note;
Does anyone know what effect Potency has on the Grappler Focus? Does it increase grapple length? I would imagine that would fall under the 'area' upgrade that a bunch of the other foci get.
On the subject of things that other mods do but Thaumcraft would do better...
* A "magnet" - a focus, bauble or inventory item that, while active, draws item entities that are close to the player to the player. Great for mining in precarious places, or, frankly, finding things that have fallen out of ones Infernal Furnace.
Axe of the Stream right click in air does exactly that.
You can repair all TC5 gear on anvil with leather, thaumium, brass or voidmetal (depending on item).
If you can't get Repair (and btw, there is no need for Repair 2 - Repair 1 is nearly always more than enough), You can repair all TC5 gear on anvil with leather, thaumium, brass or voidmetal (depending on item).
ty, I will do that until I have found some repair enchants.
you can turn the decay off in config but I like to let it on so I can be extra happy to find those seed in a chest that turn normal dirt into enchanted earth (on which flowers not decay). I am totally fallen for Thaumcraft and Botania
Actually, decay is now impossible to turn off, and is permanently set to 3 in-game days, due to every server and pack maker turning off decay. And it's a good thing.
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
~~~~~~~~
ty, I will do that until I have found some repair enchants.
A somewhat more pragmatic strategy would be to have a number of unenchanted tools and armors handy. When you have collected the requisite number of levels to enchant go to the enchanting table and try each item in turn until it shows an enchant that you absolutely must have and enchant that item for the enchant you want, plus some random others.
Enchanting Books with desirable enchants is a great way to collect enchants to then amend the somewhat random results - or to just start an item from scratch, but, for the moment, getting "repair + random things" brings a bit more variety to my items, and the enchantability of thaumium items typically means I CAN eventually give them the enchants I really want too via books.
Oh yes - as soon as you can Golem, get a fisher going. They are a valuable source of enchanting books.
Actually, decay is now impossible to turn off, and is permanently set to 3 in-game days, due to every server and pack maker turning off decay. And it's a good thing.
Yeah - we now know to just not bother putting the mod on our servers at all. When mod authors remove a config option BECAUSE it is being used, that's just childish.
---
While on the subject of Enchanting and the potential return of Infusion Enchanting - I like the way that most Thaumcraft mechanics supplement rather than make redundant vanilla mechanics. Infusion Enchanting was (previously) a total replacement.
As such I, for one, will be at least slightly sad if it makes a return in its old style. I would be very happy however if Thaumcraft made a system that supplemented the book based enchanting mechanic.
For example, the following would make Enchanting much more convenient, release a lot of Flux, and supplement rather than replace Vanilla enchanting. Namely, Thaumcraft could add infusion recipes that required XP and reagents and would:
* Enchant a book by removing an enchantment from an item and damaging the item
* Enchant a book by cloning an enchantment on a book
* Enchant a book by rolling a random book enchantment with a level determined by summing the enchantment level of 2 or more reagents (items or books).
None of these allow specific enchantments to be targeted, so there should be no problem with integrating enchantments from other mods.
Actually, decay is now impossible to turn off, and is permanently set to 3 in-game days, due to every server and pack maker turning off decay. And it's a good thing.
oh, did not know that being gone. see, I never even looked for it I like playing with decay anyway and coal/wood is not really short for me
besides vaskii said mayn times she regreted the implementation of non-decaying early on manaflowers...
For now I am quite happy with so little mods being available. gives another perspective of play without dw20 like monster machine parks
Does anyone know what effect Potency has on the Grappler Focus? Does it increase grapple length? I would imagine that would fall under the 'area' upgrade that a bunch of the other foci get.
Since Enchanting in 1.8.9 is significantly cheaper, the best route is enchanting books. You can hover over the enchant list and see if Repair shows. If it doesn't I will choose the cheapest enchantment to cycle the list and try again. Note that although the top level enchants won't show up until level 30, it doesn't take 30 levels to get it.
I also prefer to go for lower levels of a specific enchant (Fortune 1 for instance) and 2 books with that level in the anvil to get the next level.
You'll end up with a TON of lvl 1 books that you can then combine to level 2, etc, to get all the enchants you really want over time as well. Make sure you setup an XP farm (spawners OP) before going into this endeavor though.
Jolicraft Mod Support for 1.8 Mods
thank you very much for explaining! I will do that!
should I use an additional enchanting table to do the rotation (no books level 1 enchants) or has every table its own rotation and I need to do the torch trick to disable bookshelfs to get the lowest enchant?
On the subject of things that other mods do but Thaumcraft would do better...
* A "magnet" - a focus, bauble or inventory item that, while active, draws item entities that are close to the player to the player. Great for mining in precarious places, or, frankly, finding things that have fallen out of ones Infernal Furnace.
On that subject, items glitching out of the Furnace was foremost in my mind so I did a circuit around the furnace to ensure there were no things around it. Unless they had glitched into the ground or ceiling, or expired well before their 5 minutes were up, I could not find the missing cobble or balance shards.
I tested again, after updating to forge 1710 and TC 5.1.4, and this time, 4 stacks of cobble in were 4 stacks of stone out, but at least 2 of the stacks did glitch out the front of the Furnace about 3 times and had to be thrown back in. So the Furnace is, in SMP at least, very bad at catching items "dropped" in the top.
Although Infinity usually requires at least one arrow to be in your inventory. If the Bone Bow doesn't even need that one arrow, that's even better. Should absolutely be mentioned in the Bone Bow entry. Also, if you want that functionality for other bows: http://minecraft.curseforge.com/projects/infinibows
That's from Automagy, and it spawns special Infernal Wisps that are required to scan to unlock certain research. Those Wisps also hit much harder than normal ones.
Botania's Ring of Magnetism, or Thaumic Tinkerer's Telekinesis Focus (the best)
~~~~~~~~
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 - we are very aware that other mods have magnets. Other mods that are, not as well balanced as Thaumcraft.
At any rate, for 1.8.9, I want a far FAR smaller modpack. The 1.7.10 server I ran excluded a vast number of players on low spec systems because it was too damn big. So my 1.8.9 server is getting Thaumcraft for Magic, and - if it is ported to 1.8.9 - Immersive Engineering for Tech. No addons. No shortcuts. Certainly I am unprepared to add big mods because amongst the noise they add one or two must have items.
Anyway, Botania is a tech mod skinned to look magical. I stopped being interested the moment the decision was made to make the low end flowers decay.
And Thaumic Tinkerer is just unbalanced.
The only thing about TT that's "unbalanced" is KAMI, and that was based on different standards when it was made.
I understand that Botania is a "tech mod disguised as magic" but it still looks pretty damn magical to me, and it feels that way, so I consider it a magic mod. If the decay situation made you stop using the mod then you can't have been too far into it.
How big WAS the pack, out of curiosity? The biggest server pack I've played on was around 250 mods, and I still never got lower than my standard ~20 FPS (which can be considered stable for me, I can play at that level just fine. Vanilla gives me like 60 FPS).
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
Considering google has no info about these when i search for them or automagy,ill take your word for it,
I have no idea what im doing 90% of the time.
Just some additional information: these
InfernalHellfireWisps need to be scanned to unlock the Runed Obsidian: Wisp for a certain multiblock. Also, apparently they explode when they die. So that's fun. Wisps summoned via the multiblock (whose name escapes me) also explode, so built it in a safe place.~~~~~~~~
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 don't know if this is a bug or not, as I try to do as little out-of-game research into TC as I can (the mystery and discovery is half the fun, afterall) but I found something in the overworld that I I could not identify.
I have since tried to look it up and what I found looks identical to the Crimson Portal that is supposed to spawn in the Outer Lands. When I found it, I didn't know what it was and proceeded to punch it to death (as is custom in Minecraft, of course) so I don't have a screenshot, or I'd post it.
Is there some other kind of portal that looks like the Crimson Portal but is different? Or could this have been some strange generation bug? I don't see anything in the changelog, so I've got no idea.
This was in the 5.1.2 update as well, I believe, if that's important.
Sounds like the crimson cult botched the opening of the eye again.
Gameplay wise it's supposed to spawn a few cultists and then disappear.
you can turn the decay off in config but I like to let it on so I can be extra happy to find those seed in a chest that turn normal dirt into enchanted earth (on which flowers not decay). I am totally fallen for Thaumcraft and Botania
If you can't get Repair (and btw, there is no need for Repair 2 - Repair 1 is nearly always more than enough), You can repair all TC5 gear on anvil with leather, thaumium, brass or voidmetal (depending on item).
Interesting. Well I did poke and prod it for awhile with various things before destroying it and I can say it definitely did not do either of those things.
Very weird though. so that's a thing? Occasionally they accidentally summon one of those?
Edit: On an unrelated note;
Does anyone know what effect Potency has on the Grappler Focus? Does it increase grapple length? I would imagine that would fall under the 'area' upgrade that a bunch of the other foci get.
Axe of the Stream right click in air does exactly that.
ty, I will do that until I have found some repair enchants.
Actually, decay is now impossible to turn off, and is permanently set to 3 in-game days, due to every server and pack maker turning off decay. And it's a good thing.
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
Or you could remove twelve levels and give yourself a Repair II book with JEI.
That's what I've been doing.
That doesn't seem quite in the spirit of the gameplay mechanics.
Plus, Repair II is usually unnecessary on anything except tools.
Ooo. While checking the changelog to verify this (couldn't) was planned behaviour I found this gem:
"and alchemical construct blocks can now act as beacon bases."
So, I am waiting for a screenshot of a beacon with an alchemical construct base.
A somewhat more pragmatic strategy would be to have a number of unenchanted tools and armors handy. When you have collected the requisite number of levels to enchant go to the enchanting table and try each item in turn until it shows an enchant that you absolutely must have and enchant that item for the enchant you want, plus some random others.
Enchanting Books with desirable enchants is a great way to collect enchants to then amend the somewhat random results - or to just start an item from scratch, but, for the moment, getting "repair + random things" brings a bit more variety to my items, and the enchantability of thaumium items typically means I CAN eventually give them the enchants I really want too via books.
Oh yes - as soon as you can Golem, get a fisher going. They are a valuable source of enchanting books.
Yeah - we now know to just not bother putting the mod on our servers at all. When mod authors remove a config option BECAUSE it is being used, that's just childish.
---
While on the subject of Enchanting and the potential return of Infusion Enchanting - I like the way that most Thaumcraft mechanics supplement rather than make redundant vanilla mechanics. Infusion Enchanting was (previously) a total replacement.
As such I, for one, will be at least slightly sad if it makes a return in its old style. I would be very happy however if Thaumcraft made a system that supplemented the book based enchanting mechanic.
For example, the following would make Enchanting much more convenient, release a lot of Flux, and supplement rather than replace Vanilla enchanting. Namely, Thaumcraft could add infusion recipes that required XP and reagents and would:
* Enchant a book by removing an enchantment from an item and damaging the item
* Enchant a book by cloning an enchantment on a book
* Enchant a book by rolling a random book enchantment with a level determined by summing the enchantment level of 2 or more reagents (items or books).
None of these allow specific enchantments to be targeted, so there should be no problem with integrating enchantments from other mods.
oh, did not know that being gone. see, I never even looked for it I like playing with decay anyway and coal/wood is not really short for me
besides vaskii said mayn times she regreted the implementation of non-decaying early on manaflowers...
For now I am quite happy with so little mods being available. gives another perspective of play without dw20 like monster machine parks
yes and no area