phew, lots of stuff going on it appears. And lots of talk about the repair enchantment.
I really like the idea of it being only obtainable via boss, however as Azanor pointed out there are mods that will just bypass this and make it possible to put the repair enchantments on items anyway.
So, what if the items themselves didn't get the enchantment? What if you had to put repair on something else and then combine it with a tool/armor in an Arcane Workbench?
What you could do is make a second set of items with an innate repair enchantment already, but make the enchantment itself only possible to put on say.. a talisman made from.... something... dropped by a mob boss....
Call it a "Talisman of Repair" and make it so that it attaches to thaumcraft items only, and grants them an innate repair ability, you could probably cut out the enchantment all together.
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.
I tried this, and all the region files opened, some of them took a few seconds, and others opened immediately. Anything else that might help?
I've been playing with Thaumcraft installed for a little bit, and I've noticed that now my axes are likely to receive weapon enchantments when I'm enchanting them. Previously, you could only apply these to axes through enchanted books or other axes that have the effect.
Is this a result of Thaumcraft? I do have Ars Magica installed as well, so I'll also be checking there. I just haven't been able to find any information whatsoever about this and it's getting really annoying. I end up wasting a bunch of levels just to have bane of arthropods, smite or sharpness on an axe which I won't use for combat at all.
EDIT: Turns out it's Ars Magica. As there's no way to delete this comment I figured I might as well put this notice here.
The reason an anvil is required is because of its usage in repairing items normally. Rather than replacing it with several thaumium blocks, it'd make a lot more sense to be made of a thaumium anvil (magical repair, after all), which would be 5 ingots short of the 4 blocks mentioned and be more in theme.
I was trying to avoid bringing in a new complex item which would likely be either pointless or OP. That is, what would a thaumium anvil offer that an iron one doesn't?
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 got some great difficulties understanding things...is there a guide?
What things are you having trouble with? There might not be too many updated guides because there was just a large update to Thaumcraft. If you ask here I'm sure we could help you.
I was trying to avoid bringing in a new complex item which would likely be either pointless or OP. That is, what would a thaumium anvil offer that an iron one doesn't?
Being unbreakable? or repair items using vis or essentia?
I have a suggestion for the mod. In creative mode, there should be a option to cheat through individual research items. I have recently lost my world, and I am wanting to restart my world and get back to the point I was recently at in thaumcraft, and my other things. I know you can (or used to be able to) get a creative cheaty thauminomicon, but I don't want to cheat all the research in, only the stuff I had already done. The way it could work is the way that you can purchase knowledge if you have enough research points, but without having to have research points, and this could work for every research item in the game.
What things are you having trouble with? There might not be too many updated guides because there was just a large update to Thaumcraft. If you ask here I'm sure we could help you.
well... in general things, i made the wand... i made the book... then the table... then the arcane one, then got vis... then discovered some thing with thauma(i dont remember)...then im stuck in the research table...with only notes of the research and no idea what to do,i read the explanation of research but i cant understand it
Quick question, as I updated to 4.1 almost immediately and only updated to 4.1e yesterday. Is there a way to 'reset' what has / has not been scanned? I'm missing quite a bit of the hidden research and would hate to have to start over. (Well, since I have magic bees I think I'd just have to get the bee that makes fragment pieces, but that's quite a bother too)
well... in general things, i made the wand... i made the book... then the table... then the arcane one, then got vis... then discovered some thing with thauma(i dont remember)...then im stuck in the research table...
with only notes of the research and no idea what to do,i read the explanation of research but i cant understand it
Your goal with research is to connect the aspects in the note to each other. You do this by dragging your research points from the field on the left and placing them in the hexagons.
An aspect will link with an aspect which it is made of, or with one it is a component of.
For instance, the aspect Potentia. It's made of Ignis and Ordo, so it can connect to those two. It's also used in making Praecantatio, so it can connect to that. Research is essentially a matter of finding a common link between two or more aspects so you can connect them.
Question: How do I get the Primal staff research? Is it "hidden" and I have to scan a particular item first? Will primal charms help as well?
And a small, but helpful suggestion: Maybe you could add a way to copy research from the Thaumonomicon directly so we can make backups in-game. Sort of like the research table's star icon, but from the Thaumonomicon's GUI. Because there are some researches that have to be researched before you get the research for research copying, anyway.
I'll be frank... I don't like the tube changes, it limits their scope too much.. but I understand why you did it and am trying my best to work around it. I never personally used them for essentia deliver to jars, golems with bow ties are so much cooler!
But.. can we get a block, that allows us to pipe essentia into it that alchemy golems can draw from, if not allow alchemy golems to draw out of a warded jar? This gives us a bridge between the two systems.
For instance.. I can set up an overflow jar in my infusion/alembic room that the golems can use as a last resort, and then pump from this jar into the bridge which another golem can then distribute to a secondary storage room (which is for me intended to be the bridge using the mirrors)?
Also, any possible pathing fix for golems so they stop dancing on skulls? Its a bit creepy.
Also, any possible pathing fix for golems so they stop dancing on skulls? Its a bit creepy.
LOL!
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.
If anyone could help me figure out what I'm doing wrong, I'd appreciate it. I'm fixing bugs in 1.6.4 for HarvestCraft, and I'd really like to finish adding Thaumcraft 4 compatibility at the same time as well. =)
Have you set the block id's of those crops via the IMC call? I automatically handle anything that extends BlockCrops, but any other type of crops need to be defined via IMC calls. My golems also still won't be able to handle tileentity crops, unless their growth is regulated by their metadata.
I have a suggestion for the mod. In creative mode, there should be a option to cheat through individual research items. I have recently lost my world, and I am wanting to restart my world and get back to the point I was recently at in thaumcraft, and my other things. I know you can (or used to be able to) get a creative cheaty thauminomicon, but I don't want to cheat all the research in, only the stuff I had already done. The way it could work is the way that you can purchase knowledge if you have enough research points, but without having to have research points, and this could work for every research item in the game.
That already exists, just type "/tc help" ingame so see what you can add
phew, lots of stuff going on it appears. And lots of talk about the repair enchantment.
I really like the idea of it being only obtainable via boss, however as Azanor pointed out there are mods that will just bypass this and make it possible to put the repair enchantments on items anyway.
here is the thing. if you download other mods to get easy access to the repair enchantment, then why not?
you could aswell download tinkers construct and slap moss on one of their tools.
thaumcraft should only be balanced in itself, and against addon mods maybe. whatever other mods people download, to make themselves things easier, its their own choice. why try to prevent them from doing it, if thats how they want to play the game?
as long as repair exists in the form of an enchantment, other mods enchanting mechanics might be able to apply it to tools.
but i dont really see that as a problem. of course azanor can ask other mod authors to remove the repair enchant from their enchanting tables, if thats a problem.
i would say, there are 2 solutions to the problem. make it a config for people who want upkeep to disable it, or make the process of aquiring the enchantment more challenging, but interesting and fun like a boss fight, or something involving gambling with a pech.
the reason, i dont like the idea of tools repaired from nodes or in a repair station or by drawing vis from nodes, is because youll never have one around when you want to repair your tool, because theyre generally too rare. plus, it wont work with the arcane bore.
here is the thing. if you download other mods to get easy access to the repair enchantment, then why not?
you could aswell download tinkers construct and slap moss on one of their tools.
thaumcraft should only be balanced in itself, and against addon mods maybe. whatever other mods people download, to make themselves things easier, its their own choice. why try to prevent them from doing it, if thats how they want to play the game?
as long as repair exists in the form of an enchantment, other mods enchanting mechanics might be able to apply it to tools.
but i dont really see that as a problem. of course azanor can ask other mod authors to remove the repair enchant from their enchanting tables, if thats a problem.
i would say, there are 2 solutions to the problem. make it a config for people who want upkeep to disable it, or make the process of aquiring the enchantment more challenging, but interesting and fun like a boss fight, or something involving gambling with a pech.
the reason, i dont like the idea of tools repaired from nodes or in a repair station or by drawing vis from nodes, is because youll never have one around when you want to repair your tool, because theyre generally too rare. plus, it wont work with the arcane bore.
My point wasn't so much about downloading other mods to get it, so much as some mods will inadvertently allow you access to it despite that they're not supposed to, even if it's a mechanic you don't want. And sure it's easy to say "don't play with it" but that's like sitting a plate of cookies down in front of a man that's been lost in the wilderness for two years whilst subsisting on only grubs and berries and saying "now don't eat any of these". Sure some people have adamant resolve that will overcome any desire to do just that little bit of cheating, but not everyone does.
will update my direwolf and test tomorrow
https://highfidelity.io
Very exciting.
I really like the idea of it being only obtainable via boss, however as Azanor pointed out there are mods that will just bypass this and make it possible to put the repair enchantments on items anyway.
So, what if the items themselves didn't get the enchantment? What if you had to put repair on something else and then combine it with a tool/armor in an Arcane Workbench?
What you could do is make a second set of items with an innate repair enchantment already, but make the enchantment itself only possible to put on say.. a talisman made from.... something... dropped by a mob boss....
Call it a "Talisman of Repair" and make it so that it attaches to thaumcraft items only, and grants them an innate repair ability, you could probably cut out the enchantment all together.
Is this a result of Thaumcraft? I do have Ars Magica installed as well, so I'll also be checking there. I just haven't been able to find any information whatsoever about this and it's getting really annoying. I end up wasting a bunch of levels just to have bane of arthropods, smite or sharpness on an axe which I won't use for combat at all.
EDIT: Turns out it's Ars Magica. As there's no way to delete this comment I figured I might as well put this notice here.
Yup, this was fixed. When you update to 4.1.0e everything should work fine.
I was trying to avoid bringing in a new complex item which would likely be either pointless or OP. That is, what would a thaumium anvil offer that an iron one doesn't?
What things are you having trouble with? There might not be too many updated guides because there was just a large update to Thaumcraft. If you ask here I'm sure we could help you.
Being unbreakable? or repair items using vis or essentia?
well... in general things, i made the wand... i made the book... then the table... then the arcane one, then got vis... then discovered some thing with thauma(i dont remember)...then im stuck in the research table...with only notes of the research and no idea what to do,i read the explanation of research but i cant understand it
Your goal with research is to connect the aspects in the note to each other. You do this by dragging your research points from the field on the left and placing them in the hexagons.
An aspect will link with an aspect which it is made of, or with one it is a component of.
For instance, the aspect Potentia. It's made of Ignis and Ordo, so it can connect to those two. It's also used in making Praecantatio, so it can connect to that. Research is essentially a matter of finding a common link between two or more aspects so you can connect them.
And a small, but helpful suggestion: Maybe you could add a way to copy research from the Thaumonomicon directly so we can make backups in-game. Sort of like the research table's star icon, but from the Thaumonomicon's GUI. Because there are some researches that have to be researched before you get the research for research copying, anyway.
I'll be frank... I don't like the tube changes, it limits their scope too much.. but I understand why you did it and am trying my best to work around it. I never personally used them for essentia deliver to jars, golems with bow ties are so much cooler!
But.. can we get a block, that allows us to pipe essentia into it that alchemy golems can draw from, if not allow alchemy golems to draw out of a warded jar? This gives us a bridge between the two systems.
For instance.. I can set up an overflow jar in my infusion/alembic room that the golems can use as a last resort, and then pump from this jar into the bridge which another golem can then distribute to a secondary storage room (which is for me intended to be the bridge using the mirrors)?
Also, any possible pathing fix for golems so they stop dancing on skulls? Its a bit creepy.
LOL!
Have you set the block id's of those crops via the IMC call? I automatically handle anything that extends BlockCrops, but any other type of crops need to be defined via IMC calls. My golems also still won't be able to handle tileentity crops, unless their growth is regulated by their metadata.
That already exists, just type "/tc help" ingame so see what you can add
here is the thing. if you download other mods to get easy access to the repair enchantment, then why not?
you could aswell download tinkers construct and slap moss on one of their tools.
thaumcraft should only be balanced in itself, and against addon mods maybe. whatever other mods people download, to make themselves things easier, its their own choice. why try to prevent them from doing it, if thats how they want to play the game?
as long as repair exists in the form of an enchantment, other mods enchanting mechanics might be able to apply it to tools.
but i dont really see that as a problem. of course azanor can ask other mod authors to remove the repair enchant from their enchanting tables, if thats a problem.
i would say, there are 2 solutions to the problem. make it a config for people who want upkeep to disable it, or make the process of aquiring the enchantment more challenging, but interesting and fun like a boss fight, or something involving gambling with a pech.
the reason, i dont like the idea of tools repaired from nodes or in a repair station or by drawing vis from nodes, is because youll never have one around when you want to repair your tool, because theyre generally too rare. plus, it wont work with the arcane bore.
My point wasn't so much about downloading other mods to get it, so much as some mods will inadvertently allow you access to it despite that they're not supposed to, even if it's a mechanic you don't want. And sure it's easy to say "don't play with it" but that's like sitting a plate of cookies down in front of a man that's been lost in the wilderness for two years whilst subsisting on only grubs and berries and saying "now don't eat any of these". Sure some people have adamant resolve that will overcome any desire to do just that little bit of cheating, but not everyone does.