"KNOWN ISSUES AND FUTURE CHANGES
- Golems are getting a complete revamp and will not be in the current release. They are coming though - bigger and better than ever... well, maybe not bigger."
So wait the latest build will not have Golems? Then what will move vis? Unless I Missed a part saying that the tubes now are moving essense again?
First of all, you mean essentia right? Cause vis is the aura, essentia is moved by tubes. And secondly, when was essentia not able to be moved in tubes? I never remember them being broken.
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Due to my snarky and sarcastic personality I can easily be seen as a jerk. If I've offended you in any way it was likely unintended.
First of all, you mean essentia right? Cause vis is the aura, essentia is moved by tubes. And secondly, when was essentia not able to be moved in tubes? I never remember them being broken.
at some point in the misty past essentia tubes didn't have the suction system they do today. i've seen oodles of people on this forum complain about the change. assuming he means that they can be moved *easily* again. although it was originally made for performance reasons i think the suction system is smart and makes big alchemy setups into a big puzzle.
Flux save, potentialy afk farmable, vitium essentia farm setup.
Requirements:
- Swollen taint. Either brought through silk touch or grown from leaves touching fibrious taint. Mining this block has a decent chance to spawn a tainted crawler.
-A good fibrious taint spot. Every fibrious taint block in the world is always the same on that spot in the grid. The small light giving bulb version of fibrious taint commonly drops tainted goo. It does create some flux upon destroying as seen in further tests. The taint plant with purple glowy extensions drops taint tendrils commonly. Normal fibrious taint rarely drops a tainted tendril.
-An hopper, a chest.
-A nametag
If you have found a good fibrious taint version, place a hopper under it poiting into a chest. Spawn a tainted crawler either through breaking swollen taint or attacking an infected champion mob. Guide the tainted crawler into the hopper. Due to its small size it cannot get out of the hopper.
Your desired fibrious taint version is spawned on top of the hopper all the time, which when broken can (commonly, expect something like one out of four times) drop a tainted artifact and is picked up by the hopper. Name the tainted crawler to make it unable to despawn.
Don't be mislead by the flux fumes flowing upwards from the tainted crawler, the exact oposite is true. Instead of adding flux, flux is substracted from the aura each second. While Azanor stated this is due to the tainted crawler using up the flux to spawn fibrious taint, flux is substracted all the time and the tainted crawler (tries) to spawn fibrious taint all the time on the block it crawls on.
This setup not only gives flux free vitium 'essentia', it also drains your aura of flux for free. If you alter the keybindings to chance the left mouse button to a keyboard key and use something to keep in pressed you can afk farm this too.
If vitium is in the aura, the fibrious taint CAN spread from the one the tainted crawler spawns. Vitium free chunks, which the tainted crawler slowly does by itself are harmless, as there is no flux to spawn another fibrious taint block.
So I saw this and decided to test it, so I created a new world and then setup a cage for the tainted crawlers and then got a crucible and threw in five stacks of diamond blocks and went AFK, It took out most of the taint in the aura, maybe now we can have some automation without the thought of a tainted land destroying the world now
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I play only with the top notch mods only, which instantly excludes orespawn and lucky blocks.
at some point in the misty past essentia tubes didn't have the suction system they do today. i've seen oodles of people on this forum complain about the change. assuming he means that they can be moved *easily* again. although it was originally made for performance reasons i think the suction system is smart and makes big alchemy setups into a big puzzle.
Yeah, but even back then it still worked. It caused major performance issues, but it was still working.
When buffers were buffed (Pun most certainly intended) with the ability to restrict suction from any side(s) you want, it made it possible to have setups similar to what we could do before the suction mechanic was added. It used to be difficult to make essentia sorting systems with just tubes, but now it's quite easy.
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Due to my snarky and sarcastic personality I can easily be seen as a jerk. If I've offended you in any way it was likely unintended.
Baubles has been ported to 1.8.8 in the meanwhile.
So does TC5 not actually work with 1.8.8 now? That is, 5.0.3? I'd been hoping to move up to the newer Forge versions, since more of my other mods are going to 1.8.8. But if TC can't handle it...
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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.
So does TC5 not actually work with 1.8.8 now? That is, 5.0.3? I'd been hoping to move up to the newer Forge versions, since more of my other mods are going to 1.8.8. But if TC can't handle it...
Well, it depends on the changes. If baubles is 1.8.8 compatible try using the newer Forge versions with TC 5.0.3 and test it.
First of all, you mean essentia right? Cause vis is the aura, essentia is moved by tubes. And secondly, when was essentia not able to be moved in tubes? I never remember them being broken.
Sorry yes, Azanor mention that he wanted Golems to do the heavy lifting and that Tube where causing some issues with lag so he nerfed them? In there place made the cores for the Golems.
at some point in the misty past essentia tubes didn't have the suction system they do today. i've seen oodles of people on this forum complain about the change. assuming he means that they can be moved *easily* again. although it was originally made for performance reasons i think the suction system is smart and makes big alchemy setups into a big puzzle.
So that what I was wondering if Golems where meant as a essentia mover then if you take them out are tubes going to be buffed?
It's not about the NEXT build not having golems. It's about the current one not having them, It's in the known issue section too, and it applies to the already released TC5 versions. Mind you, Thread regulars knew about golems not making the 1.8 jump immediately months ago since Azanor posted regurarly to keep people updated
Azsanor has already posted a very WIP video of the new golem functionality and it seems awesome, even in that very early stage. It has been some time since the posting. Baubles has been ported to 1.8.8 in the meanwhile. Azanor is probably doing his thing under a cover of secrecy while also managing his life (you know, it's a time of festivities for a lot of people). We'll see next release if golems are in or not. In the meantime, if you want to check the video it's on youtube, i think Azanor's channel is "azanor1". If you have any other question feel free to ask
Yea I was a few builds behind when i "beat it" so took a break from minecraft for a bit, so how is essentia moved in the current build? If memory servers it was when it had his last big update and change a lot of stuff is when golems become essentia movers?
It seem that in TC5 in order to really be able to do anything, you need to surround your home with pure nodes of all primals. The aura now has its parts where certain aspects are stronger, but it seems that the thaumaturges never cared, because all thaumaturgy equipment just drains all the vis it can find, normally causing trouble if there is no node of that aspect nearby...
There seems to be a conflict between TC4 and Biomes'o'plenty 1.7.10. When I try to craft an amber block I get the block of amber from biomes'o'plenty, which does not seem to want to work in the creation of magic lamps. Both the amber from TC4 and from BoP create the same BoP amber block. Is there a way to fix this? Tried installing "too many items" but that resulted in crashing upon opening my inventory. Thanks!
If you can get at least one TC4 amber block (cheat one in?), you could use MattDahEpic's Auto Ore Dictionary mod.
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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.
Done a lot in Thaum, but I am kinda of perfectionist and I want everything. So the only thing left for me is Crimson Praetor's armor set. How do I get it? I can empty all server's Eldritch and kill every single praetor in hope for drops, but this may result in a gameower to all other not as advanced thaumaturges. Any ideas?
Golems could always do essentia-related jobs. Not as much as in the later 1.7.10 versions, but it was always possible. They where simply completely overshadowed by the "one tube to rule them all" approach of earlier tubes. Azanor caught wind of the opportunity of lag reports to rework tubes in a way that made them less overbearing while still useful. It took some time to have all the options covered, but even in the early states they were completely functional even if complex. Even in 4.2.3.5 you can use tubes to do pretty much everything you can think of by playing around their limitations and, where needed, integrating them with golems.
In the current version essentia is moved either by hand or via tubes. The big blocking point (that till now has 2 different known... workarounds, let's say....) is the fact that essentia smelteries (new name for the arcane furnaces) sometimes "pollute", losing essentia and producing flux. This flux goes into the aura and, when the aura reaches the breaking point, ends up spawning and feeding taint. So, fully automatic fire and forget systems are not exactly a common thing right now.
Do not be scared, it's not THAT bad as i'm making it sound
Ahh ok I knew that when he done that it just made tubes all but useless since golems seemed way better at doing that, so he made it easier to use tubes ok. Yea, I gave up on tubes because none of them would work right yet the golems worked ever time, I'm still waiting on him to have the smelteries have a chance to spawn a demon or something.
So a buddy and I are working on making an add-on for thaumcraft 5. We plan on having 3 (so far) research trees that extrapolate on current thaumcraft concepts. I wanted to post the ideas for one of the research trees on here to see what you guys think...
1st research tree: Botanical Alchemy
Research 1: Botanical Alchemy
"Budding Knowledge"
Requisites: Ethereal Bloom
Contents:
-Crucible recipes for converting vanilla flowers into shimmerleaf, cinderpearl, and vishroom.
Research 2: The Alchemist's Elm
"Syrupy Goodness"
Requisites: Botanical Alchemy
Contents:
-Crucible recipe for the Alchemical Elm, a special tree made by soaking greatwood saplings in essentia, that produces a few drops (10-20) of essentia each day the higher the tier of the aspect, the slower/less essentia produced.
-Arcane workbench recipe for the Alchemical Spile, essentially a faucet that must be inserted into the Elm to collect the essentia (can only empty into warded jars)
Research 3: The Ore-Root Willow
"Digging Deep"
Requisites: Botanical Alchemy, Magical Metallurgy
Contents:
-Crucible recipe for the Ore-Root Willow, a shimmering tree with roots that extend deep into the earth (not really) which rifle around in the dirt and rock in search of small bits of precious metals and stones. Occasionally spawns "roots" protruding from the ground under the tree which appear as retextured tainticles with the bulb at the end colored to represent the ore that it has "found". The root must be killed with an axe of the stream for it to yield a nugget of ore (or occasionally other resources) The roots will spawn in varied rarity (iron being the most frequent, Emerald being extremely rare.
Research 4: Vishroom Harvesting
"Fungus Among Us"
Contents:
Smashing a Vishroom with your wand will release a small "puff" of a random primal vis into the aura.
Research 5: Amplified Silverwood
"Good Stuff On The Inside"
Requisites: Botanical Alchemy
Contents:
-Crucible recipe for imbuing Silverwood saplings with extra magic so that they are guaranteed to spawn a pure node inside. Drops regular Silverwood saplings.
Research 6: The Purifying Elderwood
"Bad Stuff In, Good Stuff Out"
Requisites: Botanical Alchemy, Vishroom Harvesting, Bottled Taint, Totem of Attraction
Contents:
-Crucible recipe for reverting Silverwood saplings to their ancient ancestral form, the Purifying Elderwood. Slowly Absorbs Flux from the Aura and has a chance to convert it into VERY small amounts of random vis. Also cures nearby tainted blocks and mobs. Has an effective range of 3 chunks.
Some of these ideas may be unbalanced currently, but we are in the very early stages of development.
If you guys have any cool ideas that you might want to see in an add-on, go ahead and PM me!
So a buddy and I are working on making an add-on for thaumcraft 5. We plan on having 3 (so far) research trees that extrapolate on current thaumcraft concepts. I wanted to post the ideas for one of the research trees on here to see what you guys think...
1st research tree: Botanical Alchemy
Research 1: Botanical Alchemy
"Budding Knowledge"
Requisites: Ethereal Bloom
Contents:
-Crucible recipes for converting vanilla flowers into shimmerleaf, cinderpearl, and vishroom.
Research 2: The Alchemist's Elm
"Syrupy Goodness"
Requisites: Botanical Alchemy
Contents:
-Crucible recipe for the Alchemical Elm, a special tree made by soaking greatwood saplings in essentia, that produces a few drops (10-20) of essentia each day the higher the tier of the aspect, the slower/less essentia produced.
-Arcane workbench recipe for the Alchemical Spile, essentially a faucet that must be inserted into the Elm to collect the essentia (can only empty into warded jars)
Research 3: The Ore-Root Willow
"Digging Deep"
Requisites: Botanical Alchemy, Magical Metallurgy
Contents:
-Crucible recipe for the Ore-Root Willow, a shimmering tree with roots that extend deep into the earth (not really) which rifle around in the dirt and rock in search of small bits of precious metals and stones. Occasionally spawns "roots" protruding from the ground under the tree which appear as retextured tainticles with the bulb at the end colored to represent the ore that it has "found". The root must be killed with an axe of the stream for it to yield a nugget of ore (or occasionally other resources) The roots will spawn in varied rarity (iron being the most frequent, Emerald being extremely rare.
Research 4: Vishroom Harvesting
"Fungus Among Us"
Contents:
Smashing a Vishroom with your wand will release a small "puff" of a random primal vis into the aura.
Research 5: Amplified Silverwood
"Good Stuff On The Inside"
Requisites: Botanical Alchemy
Contents:
-Crucible recipe for imbuing Silverwood saplings with extra magic so that they are guaranteed to spawn a pure node inside. Drops regular Silverwood saplings.
Research 6: The Purifying Elderwood
"Bad Stuff In, Good Stuff Out"
Requisites: Botanical Alchemy, Vishroom Harvesting, Bottled Taint, Totem of Attraction
Contents:
-Crucible recipe for reverting Silverwood saplings to their ancient ancestral form, the Purifying Elderwood. Slowly Absorbs Flux from the Aura and has a chance to convert it into VERY small amounts of random vis. Also cures nearby tainted blocks and mobs. Has an effective range of 3 chunks.
Some of these ideas may be unbalanced currently, but we are in the very early stages of development.
If you guys have any cool ideas that you might want to see in an add-on, go ahead and PM me!
This is fascinating! I would love to learn more about this add-on-- I love all of these ideas, and like seeing forays into nature and altering it in TC. Care to share the other trees in any capacity?
This is fascinating! I would love to learn more about this add-on-- I love all of these ideas, and like seeing forays into nature and altering it in TC. Care to share the other trees in any capacity?
There will most likely be some mechanics for: Resolving taint issues in a more mechanical way, safely venting vis into the aura, a fancy new infusion mechanic (which i have mentioned before... page 1531?) and perhaps some new wand foci... if you go to my page, my most recent suggestions on this forum will most likely end up in the add-on. if you have any ideas to add to the Botanical Alchemy tree, or anything else for that matter, please let me know!
The Meaning of Life, the Universe, and Everything.
Location:
My Mind Palace
Join Date:
3/15/2014
Posts:
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Minecraft:
Patrick13542
Member Details
I really hope the new golems come out soon! I'm a Technomancer without servants! Its driving me insane! Though not as badly as not having any advanced tech... I'm stuck enchanting pistons and mechanisms...
First of all, you mean essentia right? Cause vis is the aura, essentia is moved by tubes. And secondly, when was essentia not able to be moved in tubes? I never remember them being broken.
at some point in the misty past essentia tubes didn't have the suction system they do today. i've seen oodles of people on this forum complain about the change. assuming he means that they can be moved *easily* again. although it was originally made for performance reasons i think the suction system is smart and makes big alchemy setups into a big puzzle.
So I saw this and decided to test it, so I created a new world and then setup a cage for the tainted crawlers and then got a crucible and threw in five stacks of diamond blocks and went AFK, It took out most of the taint in the aura, maybe now we can have some automation without the thought of a tainted land destroying the world now
I play only with the top notch mods only, which instantly excludes orespawn and lucky blocks.
Your ammo are bullets-Admiral Bahroo 2016
Yeah, but even back then it still worked. It caused major performance issues, but it was still working.
When buffers were buffed (Pun most certainly intended) with the ability to restrict suction from any side(s) you want, it made it possible to have setups similar to what we could do before the suction mechanic was added. It used to be difficult to make essentia sorting systems with just tubes, but now it's quite easy.
So does TC5 not actually work with 1.8.8 now? That is, 5.0.3? I'd been hoping to move up to the newer Forge versions, since more of my other mods are going to 1.8.8. But if TC can't handle it...
Well, it depends on the changes. If baubles is 1.8.8 compatible try using the newer Forge versions with TC 5.0.3 and test it.
Sorry yes, Azanor mention that he wanted Golems to do the heavy lifting and that Tube where causing some issues with lag so he nerfed them? In there place made the cores for the Golems.
So that what I was wondering if Golems where meant as a essentia mover then if you take them out are tubes going to be buffed?
Yea I was a few builds behind when i "beat it" so took a break from minecraft for a bit, so how is essentia moved in the current build? If memory servers it was when it had his last big update and change a lot of stuff is when golems become essentia movers?
It seem that in TC5 in order to really be able to do anything, you need to surround your home with pure nodes of all primals. The aura now has its parts where certain aspects are stronger, but it seems that the thaumaturges never cared, because all thaumaturgy equipment just drains all the vis it can find, normally causing trouble if there is no node of that aspect nearby...
I made a D flip-flop!
whats a node magnet?
vis in the air
If you can get at least one TC4 amber block (cheat one in?), you could use MattDahEpic's Auto Ore Dictionary mod.
1. Good question, my Book knows no answer.
2. When there's no appropriate node nearby, you quickly get a vis hole in the aura.
I made a D flip-flop!
Hey there.
Done a lot in Thaum, but I am kinda of perfectionist and I want everything. So the only thing left for me is Crimson Praetor's armor set. How do I get it? I can empty all server's Eldritch and kill every single praetor in hope for drops, but this may result in a gameower to all other not as advanced thaumaturges. Any ideas?
Go out really REALLY far? Where you don't think any of the other players will be likely to go. ADVENTURE!
I lurk a lot. If I don't respond and you want to discuss something just poke me with PM I don't bite.
wow im glad that was asked.... i found that in creative if you use the kill command to kill the bosses it totally screws up the game. (also crashes)
i know not to do that now...
Ahh ok I knew that when he done that it just made tubes all but useless since golems seemed way better at doing that, so he made it easier to use tubes ok. Yea, I gave up on tubes because none of them would work right yet the golems worked ever time, I'm still waiting on him to have the smelteries have a chance to spawn a demon or something.
So a buddy and I are working on making an add-on for thaumcraft 5. We plan on having 3 (so far) research trees that extrapolate on current thaumcraft concepts. I wanted to post the ideas for one of the research trees on here to see what you guys think...
Research 1: Botanical Alchemy
"Budding Knowledge"
Requisites: Ethereal Bloom
Contents:
-Crucible recipes for converting vanilla flowers into shimmerleaf, cinderpearl, and vishroom.
Research 2: The Alchemist's Elm
"Syrupy Goodness"
Requisites: Botanical Alchemy
Contents:
-Crucible recipe for the Alchemical Elm, a special tree made by soaking greatwood saplings in essentia, that produces a few drops (10-20) of essentia each day the higher the tier of the aspect, the slower/less essentia produced.
-Arcane workbench recipe for the Alchemical Spile, essentially a faucet that must be inserted into the Elm to collect the essentia (can only empty into warded jars)
Research 3: The Ore-Root Willow
"Digging Deep"
Requisites: Botanical Alchemy, Magical Metallurgy
Contents:
-Crucible recipe for the Ore-Root Willow, a shimmering tree with roots that extend deep into the earth (not really) which rifle around in the dirt and rock in search of small bits of precious metals and stones. Occasionally spawns "roots" protruding from the ground under the tree which appear as retextured tainticles with the bulb at the end colored to represent the ore that it has "found". The root must be killed with an axe of the stream for it to yield a nugget of ore (or occasionally other resources) The roots will spawn in varied rarity (iron being the most frequent, Emerald being extremely rare.
Research 4: Vishroom Harvesting
"Fungus Among Us"
Contents:
Smashing a Vishroom with your wand will release a small "puff" of a random primal vis into the aura.
Research 5: Amplified Silverwood
"Good Stuff On The Inside"
Requisites: Botanical Alchemy
Contents:
-Crucible recipe for imbuing Silverwood saplings with extra magic so that they are guaranteed to spawn a pure node inside. Drops regular Silverwood saplings.
Research 6: The Purifying Elderwood
"Bad Stuff In, Good Stuff Out"
Requisites: Botanical Alchemy, Vishroom Harvesting, Bottled Taint, Totem of Attraction
Contents:
-Crucible recipe for reverting Silverwood saplings to their ancient ancestral form, the Purifying Elderwood. Slowly Absorbs Flux from the Aura and has a chance to convert it into VERY small amounts of random vis. Also cures nearby tainted blocks and mobs. Has an effective range of 3 chunks.
Some of these ideas may be unbalanced currently, but we are in the very early stages of development.
If you guys have any cool ideas that you might want to see in an add-on, go ahead and PM me!
This is fascinating! I would love to learn more about this add-on-- I love all of these ideas, and like seeing forays into nature and altering it in TC. Care to share the other trees in any capacity?
There will most likely be some mechanics for: Resolving taint issues in a more mechanical way, safely venting vis into the aura, a fancy new infusion mechanic (which i have mentioned before... page 1531?) and perhaps some new wand foci... if you go to my page, my most recent suggestions on this forum will most likely end up in the add-on. if you have any ideas to add to the Botanical Alchemy tree, or anything else for that matter, please let me know!
lol no, don't tell me he did put a demon haha oh saw the video on the new golems yea that will help lot the old golems tend to have issues
I really hope the new golems come out soon! I'm a Technomancer without servants! Its driving me insane! Though not as badly as not having any advanced tech... I'm stuck enchanting pistons and mechanisms...