Me and some friends on a server finally reached the elditch dimension, and despite playing TC since version 2, I have some spoilery questions about it :
Is the darkness around the entry portal permanent or is there a way to remove it ?
Likewise, is there a way to completely block the constant succion of the void ? I tried to follow the particles to find the "leaks", but they lead nowhere, and blocking the obvious holes in the walls/ceiling/ground didn't stop the air currents and darkness either.
Finally, is there a way to disable or destroy an eldritch autocaster other than enduring the spellstorm and breaking it ?
Me and some friends on a server finally reached the elditch dimension, and despite playing TC since version 2, I have some spoilery questions about it :
Is the darkness around the entry portal permanent or is there a way to remove it ?
Likewise, is there a way to completely block the constant succion of the void ? I tried to follow the particles to find the "leaks", but they lead nowhere, and blocking the obvious holes in the walls/ceiling/ground didn't stop the air currents and darkness either.
Finally, is there a way to disable or destroy an eldritch autocaster other than enduring the spellstorm and breaking it ?
Thanks in advance
for the autocasters, i suggest an upgraded shock focus, they can, more or less, out range the caster.is you run into trouble with any of the foci ican have in it id suggest either ducking around a corner, or make a bit of wall to hid behind to deal with it
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"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."
Hola gracias por el fantastico juego la verdad no hay otro mod taen pensado, aunque al thaumcraft 5 no me gusto mucho, muy facil, ya no cuesta nada encontrar item o crear los elementos, lo que yo queria decir es que tengo el minecraft 1.8.9 y el thaumcraft 5 5.2.4 y no puedo volar con el arnes !!! urgente que hago??
I can not fly with arnes! press key "H"
minecraft 1.8.9
1 mods: thaumcraft 5 v. 5.2.4
I try later with TC5 v. 5.4.3 and nothing.
Hola gracias por el fantastico juego la verdad no hay otro mod taen pensado, aunque al thaumcraft 5 no me gusto mucho, muy facil, ya no cuesta nada encontrar item o crear los elementos, lo que yo queria decir es que tengo el minecraft 1.8.9 y el thaumcraft 5 5.2.4 y no puedo volar con el arnes !!! urgente que hago??
I can not fly with arnes! press key "H"
minecraft 1.8.9
1 mods: thaumcraft 5 v. 5.2.4
I try later with TC5 v. 5.4.3 and nothing.
plsss help!!!! I like to fly!!
vis amulet. even with a language barrier if you had atleast looked at the last page your question would have been answered.
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"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."
Does anyone know what the exact dimensions for aerial transfusion are? The Thauminomicon just says 16 blocks, so does that mean it's 16x16x16 square?
Edit: Also, I found a bug!
I found this while flying around with my harness... It can be scanned but I learn nothing from it. I have goggles on and see no aspects. Periodically, it also catches flame, like a Ghast fireball, but very briefly. There's another one nearby that ignites simultaneously. I'm 99% sure that this is a fireball cast by a Crimson Cult mage as I had done some fighting not too far from this area. Both items are stationary in the air and flying into/through them does nothing.
I found this while flying around with my harness... It can be scanned but I learn nothing from it. I have goggles on and see no aspects. Periodically, it also catches flame, like a Ghast fireball, but very briefly. There's another one nearby that ignites simultaneously. I'm 99% sure that this is a fireball cast by a Crimson Cult mage as I had done some fighting not too far from this area. Both items are stationary in the air and flying into/through them does nothing.
I remember that used to be an issue in vanilla with fireballs and fire charges. I don't know if it still afflicts the vanilla cases but I'd bet it's the same issue. Basically, the fireball flew until it crossed into an unloaded chunk, then got stuck. You might try hitting it with something, see if that gets it moving.
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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.
Does anyone know what the exact dimensions for aerial transfusion are? The Thauminomicon just says 16 blocks, so does that mean it's 16x16x16 square?
Edit: Also, I found a bug!
I found this while flying around with my harness... It can be scanned but I learn nothing from it. I have goggles on and see no aspects. Periodically, it also catches flame, like a Ghast fireball, but very briefly. There's another one nearby that ignites simultaneously. I'm 99% sure that this is a fireball cast by a Crimson Cult mage as I had done some fighting not too far from this area. Both items are stationary in the air and flying into/through them does nothing.
I have a few of those hovering near my base. I didn't relate them to Crimson Cultists as they are quite far from any Eldritch Obelisks, but they are conceivably ~160m from a site where some Cultists spawned - i.e. on a chunk boundary. I didn't really get the sense that the fire charges are on the edge of a chunk however.
This one is easy. When downloading the addons (preferably from Curseforge), they will have "1.7.10" or "1.8.9" in their filenames. As TC4 is 1.7.10 and TC5 is 1.8.9, you will know which ones they belong to. (Yeah, I know, there are far too many "lost" addons from TC4. Sorry to be the bearer of bad news.)
This one is easy. When downloading the addons (preferably from Curseforge), they will have "1.7.10" or "1.8.9" in their filenames. As TC4 is 1.7.10 and TC5 is 1.8.9, you will know which ones they belong to. (Yeah, I know, there are far too many "lost" addons from TC4. Sorry to be the bearer of bad news.)
The vis amulet is the mechanic I am least convinced about in TC 5.2.4:
I mean - what is it actually used for? So far, the only reason to equip it is to keep the Thaumastatic Harness in the air.
On the balance front this is doubly annoying as equipping the Harness already means that the chest armor slot is removed - in addition the runic armor amulet must be removed for a recharge amulet.
The repair enchant still seems to draw vis from wands.
Runic protection seems to draw vis directly from the aura - I base this on the observation that in several vis depleted areas my Runic Armor has stopped recharging despite my wand having a full charge. Certainly runic protection does not require an amulet to be worn (if it did, the runic protection amulet would be somewhat paradoxical).
So, the only purpose of the mis-named "Wand recharge pedestal" and Vis amulet(s) seem to be to support the Thaumastatic harness.
What if, instead of considering Vis as a simple number, we considered the Vis level as a voltage.
This would mean that Magical devices could have a minimum Vis level they tolerate in order to work at all. The Nodes, recharging the aura, would have a cv/t rating, as well as a 'max-vis' rating - the vis level of the aura that they stop recharging.
This would mean that some nodes could have a high max-vis, but very slow recharge, or other nodes could have a very high cv/t, but still only a relatively low aura.
Which would (re)introduce the possibility of things like Vis Batteries, that could be used to cache Vis, to provide bursts of Vis to compensate for nodes that are slow to recharge, or devices to increase max vis of the aura in an area.
This could just be me, but I seem to get a lot of lag with thaumcraft, with a fps of around 10, 20. The enchanted forest(?) biomes seems worst, with a fps of 1 or 2.
This could just be me, but I seem to get a lot of lag with thaumcraft, with a fps of around 10, 20. The enchanted forest(?) biomes seems worst, with a fps of 1 or 2.
This seems to be just you. I have done extensive testing of thaumcraft on low spec systems for my server, and I have not see major performance issues in TC5 yet.
In previous versions, things like the Arcane Lamp created many tile entities, and the vis orbs that mobs and unstable nodes dropped caused problems if dropped in chunks that were not processing random ticks as they would never decay.
If you press shift-F3 you should get a very detailed breakdown of where Minecraft is spending its time, which should help you to isolate the problem to being render (client) or tick (server) related.
Does anyone know what the exact dimensions for aerial transfusion are? The Thauminomicon just says 16 blocks, so does that mean it's 16x16x16 square?
First, the Essentia mirror: When I tested this I didn't write down the results. But I think what I found was the area the mirror would operate over would be a 33x33x16 volume - i.e. the mirror cannot see behind itself, and can see blocks 16 to the left and right, up and down, that are up to 16 blocks away from it.
Next: the arcane matrix:
The arcane matrix (the rotating block in the middle of the infusion altar setup) looks in a 21x21 area that is up to 5 blocks above, and 10 blocks below itself around itself for sources of essentia, or stabilization items - so a 21x16x21 area all told.
I never did test to see if the supply mirror needs to be within the arcane matrix's 21x16x21 area, or if the arcane matrix needs to be in the 33x33x16 box in front of a mirror.
Hello everyone ^^
Me and some friends on a server finally reached the elditch dimension, and despite playing TC since version 2, I have some spoilery questions about it :
Is the darkness around the entry portal permanent or is there a way to remove it ?
Likewise, is there a way to completely block the constant succion of the void ? I tried to follow the particles to find the "leaks", but they lead nowhere, and blocking the obvious holes in the walls/ceiling/ground didn't stop the air currents and darkness either.
Finally, is there a way to disable or destroy an eldritch autocaster other than enduring the spellstorm and breaking it ?
Thanks in advance
for the autocasters, i suggest an upgraded shock focus, they can, more or less, out range the caster.is you run into trouble with any of the foci ican have in it id suggest either ducking around a corner, or make a bit of wall to hid behind to deal with it
"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."
Hola gracias por el fantastico juego la verdad no hay otro mod taen pensado, aunque al thaumcraft 5 no me gusto mucho, muy facil, ya no cuesta nada encontrar item o crear los elementos, lo que yo queria decir es que tengo el minecraft 1.8.9 y el thaumcraft 5 5.2.4 y no puedo volar con el arnes !!! urgente que hago??
I can not fly with arnes! press key "H"
minecraft 1.8.9
1 mods: thaumcraft 5 v. 5.2.4
I try later with TC5 v. 5.4.3 and nothing.
plsss help!!!! I like to fly!!
yo tengo el mismo problem..:(
vis amulet. even with a language barrier if you had atleast looked at the last page your question would have been answered.
"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."
Does anyone know what the exact dimensions for aerial transfusion are? The Thauminomicon just says 16 blocks, so does that mean it's 16x16x16 square?
Edit: Also, I found a bug!
I found this while flying around with my harness... It can be scanned but I learn nothing from it. I have goggles on and see no aspects. Periodically, it also catches flame, like a Ghast fireball, but very briefly. There's another one nearby that ignites simultaneously. I'm 99% sure that this is a fireball cast by a Crimson Cult mage as I had done some fighting not too far from this area. Both items are stationary in the air and flying into/through them does nothing.
I remember that used to be an issue in vanilla with fireballs and fire charges. I don't know if it still afflicts the vanilla cases but I'd bet it's the same issue. Basically, the fireball flew until it crossed into an unloaded chunk, then got stuck. You might try hitting it with something, see if that gets it moving.
I have a few of those hovering near my base. I didn't relate them to Crimson Cultists as they are quite far from any Eldritch Obelisks, but they are conceivably ~160m from a site where some Cultists spawned - i.e. on a chunk boundary. I didn't really get the sense that the fire charges are on the edge of a chunk however.
Do thaum 4 addons work with thaum 5?
Labelling the jars did nothing (I assume you meant jars because alembics
cannot be labeled) and removing the filters has the same effect
This one is easy. When downloading the addons (preferably from Curseforge), they will have "1.7.10" or "1.8.9" in their filenames. As TC4 is 1.7.10 and TC5 is 1.8.9, you will know which ones they belong to. (Yeah, I know, there are far too many "lost" addons from TC4. Sorry to be the bearer of bad news.)
Cubic Chunks mod: https://discord.gg/kMfWg9m
Mental Block server: https://discord.gg/AssnrXr
So even the mods that say they are thaum 4 work with thaum 5 so long as they are 1.8.9 mods?
Yes! Often a forum topic or post is not updated and still says TC4. People aren't the best editors.
Cubic Chunks mod: https://discord.gg/kMfWg9m
Mental Block server: https://discord.gg/AssnrXr
Yup lol. Don't supposed you know what the deal is with my one directional pipes?
Buggy in what way?
The vis amulet is the mechanic I am least convinced about in TC 5.2.4:
I mean - what is it actually used for? So far, the only reason to equip it is to keep the Thaumastatic Harness in the air.
On the balance front this is doubly annoying as equipping the Harness already means that the chest armor slot is removed - in addition the runic armor amulet must be removed for a recharge amulet.
The repair enchant still seems to draw vis from wands.
Runic protection seems to draw vis directly from the aura - I base this on the observation that in several vis depleted areas my Runic Armor has stopped recharging despite my wand having a full charge. Certainly runic protection does not require an amulet to be worn (if it did, the runic protection amulet would be somewhat paradoxical).
So, the only purpose of the mis-named "Wand recharge pedestal" and Vis amulet(s) seem to be to support the Thaumastatic harness.
An idea for Vis:
What if, instead of considering Vis as a simple number, we considered the Vis level as a voltage.
This would mean that Magical devices could have a minimum Vis level they tolerate in order to work at all. The Nodes, recharging the aura, would have a cv/t rating, as well as a 'max-vis' rating - the vis level of the aura that they stop recharging.
This would mean that some nodes could have a high max-vis, but very slow recharge, or other nodes could have a very high cv/t, but still only a relatively low aura.
Which would (re)introduce the possibility of things like Vis Batteries, that could be used to cache Vis, to provide bursts of Vis to compensate for nodes that are slow to recharge, or devices to increase max vis of the aura in an area.
This could just be me, but I seem to get a lot of lag with thaumcraft, with a fps of around 10, 20. The enchanted forest(?) biomes seems worst, with a fps of 1 or 2.
This seems to be just you. I have done extensive testing of thaumcraft on low spec systems for my server, and I have not see major performance issues in TC5 yet.
In previous versions, things like the Arcane Lamp created many tile entities, and the vis orbs that mobs and unstable nodes dropped caused problems if dropped in chunks that were not processing random ticks as they would never decay.
If you press shift-F3 you should get a very detailed breakdown of where Minecraft is spending its time, which should help you to isolate the problem to being render (client) or tick (server) related.
First, the Essentia mirror: When I tested this I didn't write down the results. But I think what I found was the area the mirror would operate over would be a 33x33x16 volume - i.e. the mirror cannot see behind itself, and can see blocks 16 to the left and right, up and down, that are up to 16 blocks away from it.
Next: the arcane matrix:
The arcane matrix (the rotating block in the middle of the infusion altar setup) looks in a 21x21 area that is up to 5 blocks above, and 10 blocks below itself around itself for sources of essentia, or stabilization items - so a 21x16x21 area all told.
I never did test to see if the supply mirror needs to be within the arcane matrix's 21x16x21 area, or if the arcane matrix needs to be in the 33x33x16 box in front of a mirror.
These ranges were valid for Thaumcraft 4.