I realize someone has probably asked this before, but 1200 pages is kind of a lot to search through: But is this mod compatible with 1.8, and if not, is there a timescale on when it will be?
You don't need to read 1200 pages, you need to look at exactly one post. The first one.
Picking up chests and mobs sounds like a great idea, but i'm not sure about using it as a method of transportation; Its going to be slow due to its massive size so your better off walking.
A non-hostile guard core does sounds like a interesting idea for servers but i'm not sure of 'defining a area'. sounds simpler to just make adjustments to the Guard core.
Which answers one question: Is it UPDATED for 1.8? No.
Is there a chance it could still be COMPATIBLE with 1.8? Sure, maybe. I sure as hell don't know, because you didn't answer my question.
The timescale? Whether it's planned at all for an update for 1.8? Not answered in the first post either.
Which of these questions did I ask? The latter two, not the first one.
The answer is still the same. With a mod this big, it REQUIRES an actual update to 1.8.x to be compatable with anything there.
Any secret to getting relays to reliably connect on load? I've seen github reports with issues using the max range of 8 blocks, but I shortened everything to 5 and still have to break/re-add relays every time I load.
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Same thing happened to me a couple months ago. Decided I wanted my spa basin a little bit smaller, using amber as the floor and got a crash when covering it.
I'm experiencing a client crash... it is a rendering issue and may be the waila mod causing it but it is being triggered by thaumcraft.common.blocks.BlockTableItem@68ef4495 according to the error report. Anyone know how I can Identify what block that is specifically?
I take it that the lines showing that the relays are connected have disappeared even though they are all close enough. The lines have disappeared, but they are most likely still connected. Test it out by putting a wand on a workbench to recharge it as this is the most noticeable evidence that they are still working.
Question: If I jar a Hungry Node (using the encase-in-obsidian, slabs-on-top, equal-trade and tap trick), place the jar down in the world between a Node Stabilizer and a Node Transducer with a redstone signal, and un-jar it, will it still have its Hungry effects while it's being transformed into an Energized node, or at least, will it have them for long enough to consume the Stabilizer/Transducer?
I heard someone tell me that Hungry Nodes' pull radius was based on their size, aspect-wise. I haven't verified this, so I need that question answering as well, but if this is true, then the process of turning into an Energized node would reduce the size of the node so quickly that it lost its Hungry effect, would it not?
Yeah, it'll still be hungry right up until it becomes an energised node.
Earlier comments indicate the node will most likely suck in the stabilizer/transducer and stop transducing and/or explode. I dont know if you could avoid this by throwing in other stuff for it to it while it transduces
The radius of a hungry node is not based on aspect levels , otherwise my base would have some kind of enormous gravity effect...
If you want to transduce a hungry node then apparently you can taint it to remove the hungry part..
Just going to ask this here,
has anyone noticed that "rare" treasure bags seem to drop practically nothing, whereas common/uncommon bags drop alot more?
My experience today, opening 4 rare bags, was a small number of coins, a piece of armour (maybe lightly enchanted), and one or two potions.
uncommon bags have given me ender pearls, diamonds, multiple potions and 60+ coins.
Unless all the loot bags got a nerf recently...
The good news for people wanting to transduce hungry nodes is that, after many months of weeting, Advanced Thaumaturgy is being brought back. Just a couple weeks now for (hopefully) a stablish version with the all wanted NODE MODIFIER!
I really like Pumpkin King Face Plate (protects you from enderman) but a Cats Eye face plate would be nice to keep creepers at bay as well. not sure how you would get a cat to sit still on the pedestal while you infusion is eye out though, lol.
PS I know Thaumic Tinkerer has the Feline Amulet but I like the face plate better because its not in my inventory and because I like having good abilities but having to choose which one I take. Maybe multiple helms for different ocations.
Well maybe if you have tt installed you can use the feline amulet for the cats eyes face plate and free up an amulet slot! But you will need 2 because, eye, and as for the multiple fortress helms would be kinda inefficient cause' that inventory space tho. But there is a solution! 1 helm but switch able faceplates!
I have another idea! Multiple input vis relays. It can take multiple energized nodes centi-vis and channel it into one vis line. But it needs some vis so the node power is cut by one unless its a power of 2 or lower but for only 1 type in the node
I take it that the lines showing that the relays are connected have disappeared even though they are all close enough. The lines have disappeared, but they are most likely still connected. Test it out by putting a wand on a workbench to recharge it as this is the most noticeable evidence that they are still working.
I read that on Github too, but it's not what's happening here. There are no "ghost" beams that just aren't rendering. It's not charging my amulet or wand.
On an unrelated note, it would be neat if tainted mobs actively tried to destroy ethereal blooms. Kinda like the tainted land is actively aware of and trying to stop your attempts to stop it's advance.
Which answers one question: Is it UPDATED for 1.8? No.
Is there a chance it could still be COMPATIBLE with 1.8? Sure, maybe. I sure as hell don't know, because you didn't answer my question.
The timescale? Whether it's planned at all for an update for 1.8? Not answered in the first post either.
Which of these questions did I ask? The latter two, not the first one.
Is anyone else getting a problem with the outer lands not generating at all? I tried it in creative, and just got void but I figured that since it was from an artificial pedestal it was just the know bug with that, but then I tried it in my normal world, and lets just say its a good thing I made a backup before I went in.
I am using the latest version of Thaumcraft, 4.2.3.4, and no add on mods or anything else that should create a problem.
Edit: I managed to get proper outer lands in creative mode, on a second attempt with another create portal. I think the system might not make obelisks match up with outer lands the way that they should.
Azanor, I read your post on metal progression and thought that was pretty neat. Have you ever thought about adding silver as an actual ore for thaumcraft? Considering silver's magical properties against unholy things, I think it would be a fun fit maybe. You already have silver as a possible compatibility ore, so why not make it official instead?
I am not looking to build any mazes or random buildings that serve to challenge me, i am simply trying to make afew villages based around thaumcraft, anyone have any builds they would like to upload and show me? i am in a creative rut.
This is something that I made (in creative mode) when I discovered a village with an obelisk and Crimson Cultists. I've only worked on it for a couple of hours so it's still in its humble beginning, but it's a building that could easily be expanded into a real castle by adding some towers, utility rooms and other connected structures. But the main reason I built it was to be a nice looking Crimson Knight farm that keeps the last Cleric by the obelisk from being knocked out of place by the other mobs.
In case anyone would want the seed, it's: 1542000344120930362
(I used Tinker's construct in addition to Thaumcraft in case that would affect the worldgen)
Coordinates approximately X +25, Z +605 (not too far from the spawn point, and there's another village on the way)
EDIT: Hope I didn't completely miss what you asked for, but in any case you could use the house on top of the square keep as a... cultist house?
I like to build Thaumcraft themed bases and structures from time to time. Templates can be found here:
AlphaeusXVIII's creations - the templates require the Ruins Mod to work (the screenshots obviously don't) and the README!.txt file is there for a reason. Enjoy now with templates for 1.8.8!
This is something that I made (in creative mode) when I discovered a village with an obelisk and Crimson Cultists. I've only worked on it for a couple of hours so it's still in its humble beginning, but it's a building that could easily be expanded into a real castle by adding some towers, utility rooms and other connected structures. But the main reason I built it was to be a nice looking Crimson Knight farm that keeps the last Cleric by the obelisk from being knocked out of place by the other mobs.
In case anyone would want the seed, it's: 1542000344120930362
(I used Tinker's construct in addition to Thaumcraft in case that would affect the worldgen)
Coordinates approximately X +25, Z +605 (not too far from the spawn point, and there's another village on the way)
EDIT: Hope I didn't completely miss what you asked for, but in any case you could use the house on top of the square keep as a... cultist house?
That...
I'm ashamed to admit this. But I hate you.
Good grief.
Seriously. That needs to be in a Ruins pack so I can get it to spawn in my world.
Good grief.
Seriously. That needs to be in a Ruins pack so I can get it to spawn in my world.
I'm glad you liked it (I assume that's what you meant, and not actual hate)
Though this is a bit outside the topic of the Thaumcraft thread, I don't know how to make schematics or how to add my creations to any ruins pack etc, but I'd love to learn it from anyone who knows Or I could just send you a copy of the save. That kind of works too.
I like to build Thaumcraft themed bases and structures from time to time. Templates can be found here:
AlphaeusXVIII's creations - the templates require the Ruins Mod to work (the screenshots obviously don't) and the README!.txt file is there for a reason. Enjoy now with templates for 1.8.8!
I'm glad you liked it (I assume that's what you meant, and not actual hate)
Though this is a bit outside the topic of the Thaumcraft thread, I don't know how to make schematics or how to add my creations to any ruins pack etc, but I'd love to learn it from anyone who knows Or I could just send you a copy of the save. That kind of works too.
First, you will need to install Ruins from here: http://atomicstryker.net/ruins.php
This should result in a ruins.jar AND a resources folder in your mods folder.
Next. Build something. On a baseplate of an unused block. Such as bedrock.
Type "/parseruin foo" and follow the instructions. I.e. punch a corner of the baseplate. This will save the structure - as ~/.minecraft/mods/resources/ruins/templateparser/foo.tml
You can (optionally) edit this file in notepad to fix up some things, then
"/testruin foo 100 ? 100" would spawn the ruin at x=100,z=100 and with a y automatically determined from the terrain there. Or just leave out the co-ordinates to spawn the building where you are.
"/undoruin" can try clean up the mess of a failed attempt.
Once youre happy with it - well I don't know of any actual Ruins packs. You would need to share the .tml files youve made someplace.
You don't need to read 1200 pages, you need to look at exactly one post. The first one.
A non-hostile guard core does sounds like a interesting idea for servers but i'm not sure of 'defining a area'. sounds simpler to just make adjustments to the Guard core.
The answer is still the same. With a mod this big, it REQUIRES an actual update to 1.8.x to be compatable with anything there.
Yeah, it'll still be hungry right up until it becomes an energised node.
The good news for people wanting to transduce hungry nodes is that, after many months of weeting, Advanced Thaumaturgy is being brought back. Just a couple weeks now for (hopefully) a stablish version with the all wanted NODE MODIFIER!
Well maybe if you have tt installed you can use the feline amulet for the cats eyes face plate and free up an amulet slot! But you will need 2 because, eye, and as for the multiple fortress helms would be kinda inefficient cause' that inventory space tho. But there is a solution! 1 helm but switch able faceplates!
I read that on Github too, but it's not what's happening here. There are no "ghost" beams that just aren't rendering. It's not charging my amulet or wand.
On an unrelated note, it would be neat if tainted mobs actively tried to destroy ethereal blooms. Kinda like the tainted land is actively aware of and trying to stop your attempts to stop it's advance.
there is a 1.7.10 tag on top of the thread. in the download link it tells you the latest version is for minecraft 1.7.10.
if it would carry over to 1.8 without a problem, then there would be a 1.8
if thats not enough for you, you can try to run it on 1.8 and take everything you need from the crash log.
I am using the latest version of Thaumcraft, 4.2.3.4, and no add on mods or anything else that should create a problem.
Edit: I managed to get proper outer lands in creative mode, on a second attempt with another create portal. I think the system might not make obelisks match up with outer lands the way that they should.
This is something that I made (in creative mode) when I discovered a village with an obelisk and Crimson Cultists. I've only worked on it for a couple of hours so it's still in its humble beginning, but it's a building that could easily be expanded into a real castle by adding some towers, utility rooms and other connected structures. But the main reason I built it was to be a nice looking Crimson Knight farm that keeps the last Cleric by the obelisk from being knocked out of place by the other mobs.
In case anyone would want the seed, it's: 1542000344120930362
(I used Tinker's construct in addition to Thaumcraft in case that would affect the worldgen)
Coordinates approximately X +25, Z +605 (not too far from the spawn point, and there's another village on the way)
EDIT: Hope I didn't completely miss what you asked for, but in any case you could use the house on top of the square keep as a... cultist house?
Environmentalist Thaumaturge & Crimson Cultist Wannabe
I like to build Thaumcraft themed bases and structures from time to time. Templates can be found here:
That...
I'm ashamed to admit this. But I hate you.
Good grief.
Seriously. That needs to be in a Ruins pack so I can get it to spawn in my world.
I'm glad you liked it (I assume that's what you meant, and not actual hate)
Though this is a bit outside the topic of the Thaumcraft thread, I don't know how to make schematics or how to add my creations to any ruins pack etc, but I'd love to learn it from anyone who knows Or I could just send you a copy of the save. That kind of works too.
Environmentalist Thaumaturge & Crimson Cultist Wannabe
I like to build Thaumcraft themed bases and structures from time to time. Templates can be found here:
psst... Schematica .
First, you will need to install Ruins from here: http://atomicstryker.net/ruins.php
This should result in a ruins.jar AND a resources folder in your mods folder.
Next. Build something. On a baseplate of an unused block. Such as bedrock.
Type "/parseruin foo" and follow the instructions. I.e. punch a corner of the baseplate. This will save the structure - as ~/.minecraft/mods/resources/ruins/templateparser/foo.tml
You can (optionally) edit this file in notepad to fix up some things, then
"/testruin foo 100 ? 100" would spawn the ruin at x=100,z=100 and with a y automatically determined from the terrain there. Or just leave out the co-ordinates to spawn the building where you are.
"/undoruin" can try clean up the mess of a failed attempt.
Once youre happy with it - well I don't know of any actual Ruins packs. You would need to share the .tml files youve made someplace.