My time in my new world has been a constant stream of "If I only had such and such a thing". First I wished for leather, that I may make books. Then I wished for shards, then gold, then diamonds, and now the limiting factor seems to be Salis mundus, as I have a mere thirty mana beans planted and given their incredibly slow growth and extremely low drop rate that just isn't enough. What Salis I have got is from ethereal essence gained by breaking sinister and fading nodes. In the meantime I smelt glass and gather up all the useful nodes I can find, so I don't have to trek the length of the land every time my wand runs dry.
I'm not complaining though. When I finally get my mana beans up to speed, I'll be a thaumaturgic god. Until I find the next "I need such and such" anyway.
Netherwart. Set up a farm and pipe it right in. Every aspect you could want.
I'm good on ignis though. It's mostly ordo I need. Plus If I'm going to babysit the table I'd rather use something with a high chance to give a RP.
EDIT: So, what's required to unlock the staff of the primal. I've researched all the wand and staff cores. I'm beginning to think it was yet another hidden research I missed out on due to hidden researches disappearing.
Hey everyone.
Two things. First there is small bug that we can use to our advantage for now.
You cant put staff in the arcane worktable, but you can create one (arcane worktable) with it and that will put staff inside it.. so as long as you wont take it out, you can use it to create stuff. Sreenshots in the spoilers.
Second thing. Current version patch notes states
fixed research "clues" not saving between sessions
but what about clues already lost?
I'am missing staff core of the primal and brain in the jar research, and I dont think I can unlock them anymore.
Is there any chance that I lost clues for them and I wont be able to get them?
I can get that research from cheaty thaumonomicon, but is there another way? Is there /command to unlock just one research?
I'm good on ignis though. It's mostly ordo I need. Plus If I'm going to babysit the table I'd rather use something with a high chance to give a RP.
EDIT: So, what's required to unlock the staff of the primal. I've researched all the wand and staff cores. I'm beginning to think it was yet another hidden research I missed out on due to hidden researches disappearing.
I like to break down snow blocks for Ordo. It's 50/50 if it gives you that or Aqua.
Azanor? May I suggest an "interesting" mod interaction?
If an infusion crafting is done in an unstable mystcraft age, then the instability of the infusion is lessened. The more instable the age, the more stable the unstable crafting becomes.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
I'm missing staff core of the primal and brain in the jar research
Try research foci of primal with thaumometer for staff. I didn't find this foci and get him from creative, after research staff of the primal became available. I too didn't find brain in jar
I got my primal focus and brain in the jar from knowledge fragments - guessing the staff may be the same. Loving my silverwood staff though, even with just gold caps.
There we go I did not think about the frugal 3 in worktable would work thanks and I still think there should be a work table like i said before to use these wands in and somthing like the infusion table from TC3 would be geart
Honestly, staves seem like they're more of a spellstick than anything. Not that it's a bad thing, just that it's going to be very unlikely that they'll be much more than that.
But this is rather a fringe case for Azanor to be putting time into working on, no? And if it were added, people would inevitably use it to make the game easier for themselves. Given the amount of work that's gone into balancing the mod that can't really be an option. Can't balance when you don't know what conditions people have.
It's a matter of turning a constant into a configurable value... Also I don't understand your point that people would use it to make it easier for them because I think it's already a bit too easy. Once you have researched something there is almost no cost associated with it...
Well I still have the option to modify the bytecode to change some constants, but thats not the nice way and I would like to avoid that.
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Developer of MobTalker2, a Visual Novel engine for Minecraft.
I'm not affiliated with Curse in any way.
Hey guys! I dunno if this is a bug with thaumcraft or what it is, but I'm having a problem. I built a mana bean farm behind my Thaumcraft room. I used the design made by Direwolf20 on his server play series. My game randomly crashed one time after afking for a second to watch some youtube. When I booted it back up, the world was gone, but after making a new world with the same name, it spawned me in my old world. This was all fine and dandy. I made my mana farm next, I realized I needed some zombie brains to build some golems, so I went out on a hunt. When I returned, my mana farm was gone. I was confused, and rebuilt it in creative mode. Again, I went out and as I returned I found it missing a second time. So I rebuilt, and then exited out of my world so it would save, and when I returned, it was again gone. So I don't know if my world save is broken, or whether the chunk is resetting for some reason, or whether it was those sneaky Pech stealing my stuff. But anyways, sorry to bore you with my story, but if anyone could help me figure out what is happening, it would be great. I am using the Direwolf20 modpack, but I updated Thaumcraft to the newest version as I couldn't stand the old research mini-game.
Sounds like your world is corrupted. Minecraft cannot read or write one of the region files, so it keeps on regenerating those chunks from first principals.
To perform surgery: You need to go to ~\.minecraft\saves\<yourworld>\region and try and open each .mca file as a zip file. Delete any that can't be opened.
crap. i didnt make a backup of my world for a while, and have the problem that minecraft now always crashes upon loading the world.
the problem seems to be some of the greatwood plank covers i made. i dont know what the problem is exactly, but is it possible to somehow access my inventory outside of loading the world and remove the offending items?
The repair enchant is too good, I agree. I have been considering alternatives, but I'm still not sure how to approach the problem.
I'm thinking of seriously nerfing the enchant itself to something like 1 durability a minute (simply removing it might break things).
However to have "quick" repairing some other mechanic will take its place. Maybe an item with its own durability that repairs any equipped items over time and will eventually break. That means you will need to keep recrafting it. Alternatively it won't break but will need recharging in some expensive fashion.
As for aura nodes I do have some things planned for them in the future. Not a nerf exactly - more of a return to older times
The repair enchant is too good, I agree. I have been considering alternatives, but I'm still not sure how to approach the problem.
I'm thinking of seriously nerfing the enchant itself to something like 1 durability a minute (simply removing it might break things).
However to have "quick" repairing some other mechanic will take its place. Maybe an item with its own durability that repairs any equipped items over time and will eventually break. That means you will need to keep recrafting it. Alternatively it won't break but will need recharging in some expensive fashion.
As for aura nodes I do have some things planned for them in the future. Not a nerf exactly - more of a return to older times
i still think, repair is only too good on basic thaumium tools.
but the pick of the core, axe of the stream etc. are items, that take a lot of work to build up. id hate to see the enchant go in its current form on those items.
upkeep costs are not fun : /
if i wanted that, i could use vanilla tools. as far as ive noticed, the repair enchant is in a good place in its current form.
its not like tools have infinite durability. ive noticed the axe of the stream and the pick of the core taking quite some damage, and it takes abit of time to repair. so i have to take breaks between mining and chopping wood.
and most importantly, the arcane bore actually needs a pick of the core with repair 2 and unbreaking 3 to be able to run an entire cycle on full enchant, without having to replace the pick.
It's a matter of turning a constant into a configurable value... Also I don't understand your point that people would use it to make it easier for them because I think it's already a bit too easy. Once you have researched something there is almost no cost associated with it...
I make that point because in my experience people will avoid any form of difficulty if given the option. There's been a number of very lengthy arguments on the topic of the repair enchantment, with Auric and I in particular saying it's overpowered.
I haven't really made it far enough into my new world to comment on all of the essentia using items, but the lamp of growth is an absolute hog of essentia.
Is there a config to nerf warded blocks, give them a high explosion resistance and dont harm the wither if is traped. Tell me if i can do this with your app if there isnt a config file. Thanks bro i realy want to add t4 in my pvp survival server
However to have "quick" repairing some other mechanic will take its place. Maybe an item with its own durability that repairs any equipped items over time and will eventually break. That means you will need to keep recrafting it. Alternatively it won't break but will need recharging in some expensive fashion.
i can only repeat, that there is no difficulty in upkeep costs. just tediousness.
a grind is not a challenge. and its anoying to have to replace/repair tools constantly. isnt that the reason the mechanic was introduced in the first place?
i can only repeat, that there is no difficulty in upkeep costs. just tediousness.
a grind is not a challenge. and its anoying to have to replace/repair tools constantly. isnt that the reason the mechanic was introduced in the first place?
It was introduced in thaumcraft 3, and there it had a cost. It drained the local Aura, which in turn increased flux. Here it's entirely without any cost once you get it.
I'm not complaining though. When I finally get my mana beans up to speed, I'll be a thaumaturgic god. Until I find the next "I need such and such" anyway.
I'm good on ignis though. It's mostly ordo I need. Plus If I'm going to babysit the table I'd rather use something with a high chance to give a RP.
EDIT: So, what's required to unlock the staff of the primal. I've researched all the wand and staff cores. I'm beginning to think it was yet another hidden research I missed out on due to hidden researches disappearing.
Two things. First there is small bug that we can use to our advantage for now.
You cant put staff in the arcane worktable, but you can create one (arcane worktable) with it and that will put staff inside it.. so as long as you wont take it out, you can use it to create stuff. Sreenshots in the spoilers.
Second thing. Current version patch notes states
but what about clues already lost?
I'am missing staff core of the primal and brain in the jar research, and I dont think I can unlock them anymore.
Is there any chance that I lost clues for them and I wont be able to get them?
I can get that research from cheaty thaumonomicon, but is there another way? Is there /command to unlock just one research?
I like to break down snow blocks for Ordo. It's 50/50 if it gives you that or Aqua.
If an infusion crafting is done in an unstable mystcraft age, then the instability of the infusion is lessened. The more instable the age, the more stable the unstable crafting becomes.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
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(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Try research foci of primal with thaumometer for staff. I didn't find this foci and get him from creative, after research staff of the primal became available. I too didn't find brain in jar
Honestly, staves seem like they're more of a spellstick than anything. Not that it's a bad thing, just that it's going to be very unlikely that they'll be much more than that.
It's a matter of turning a constant into a configurable value... Also I don't understand your point that people would use it to make it easier for them because I think it's already a bit too easy. Once you have researched something there is almost no cost associated with it...
Well I still have the option to modify the bytecode to change some constants, but thats not the nice way and I would like to avoid that.
I'm not affiliated with Curse in any way.
Do not PM me about support for MobTalker2!
To perform surgery: You need to go to ~\.minecraft\saves\<yourworld>\region and try and open each .mca file as a zip file. Delete any that can't be opened.
the problem seems to be some of the greatwood plank covers i made. i dont know what the problem is exactly, but is it possible to somehow access my inventory outside of loading the world and remove the offending items?
I'm thinking of seriously nerfing the enchant itself to something like 1 durability a minute (simply removing it might break things).
However to have "quick" repairing some other mechanic will take its place. Maybe an item with its own durability that repairs any equipped items over time and will eventually break. That means you will need to keep recrafting it. Alternatively it won't break but will need recharging in some expensive fashion.
As for aura nodes I do have some things planned for them in the future. Not a nerf exactly - more of a return to older times
i still think, repair is only too good on basic thaumium tools.
but the pick of the core, axe of the stream etc. are items, that take a lot of work to build up. id hate to see the enchant go in its current form on those items.
upkeep costs are not fun : /
if i wanted that, i could use vanilla tools. as far as ive noticed, the repair enchant is in a good place in its current form.
its not like tools have infinite durability. ive noticed the axe of the stream and the pick of the core taking quite some damage, and it takes abit of time to repair. so i have to take breaks between mining and chopping wood.
and most importantly, the arcane bore actually needs a pick of the core with repair 2 and unbreaking 3 to be able to run an entire cycle on full enchant, without having to replace the pick.
I make that point because in my experience people will avoid any form of difficulty if given the option. There's been a number of very lengthy arguments on the topic of the repair enchantment, with Auric and I in particular saying it's overpowered.
I haven't really made it far enough into my new world to comment on all of the essentia using items, but the lamp of growth is an absolute hog of essentia.
You've been ninja'd by the mighty Azanor himself
Sano essentia? The essence of repair.
a grind is not a challenge. and its anoying to have to replace/repair tools constantly. isnt that the reason the mechanic was introduced in the first place?
It was introduced in thaumcraft 3, and there it had a cost. It drained the local Aura, which in turn increased flux. Here it's entirely without any cost once you get it.