Forgot to mention that for some reason I thought that it would dry out the planks, squeasing out all the "life" that is left (the equivalent reaction of creating crystals from mobs) and then the planks would try to absorb liquid like a sponge.
Plus, Mortuus is somewhat liquid. The aspect in vis form
I guess it depends on if you have treated the planks with the proper non-absorbant chemicals.
Well, wood can rot from absorbing water, so it could maybe absorb liquid death...
I think that the wood would just decay, because wood is organic, anyways.
For comparison, I think that stone wouldn't be affected by liquid death because it is not organic. (Unless liquid death is acidic.)
I agree that Technomancy is OP, although I still use it for the Essentia Coils. You may have seen my (poor) video on that.
I specifically meant Forbidden Magic and Blood Arsenal, for 'infinite' LP. (It produces slowly, but this system creates more blood than it uses.)
My most recent setup uses the Wrath Cage from Forbidden Magic, and the ritual from Blood Arsenal that kills mobs for their blood.
To start with, I have the 6th Tier Blood Altar, with my Blood Orb in the altar to turn blood collected in the altar into LP.
Under the blood-draining ritual, I have 4 forbidden magic Wrath Cages. They spawn cows, which give leather and beef. The cows drop leather, which (I think) has the aspect I need to spawn more cows from the Wrath Cage.
So, the leather goes down through some hoppers to an Advanced Alchemical Furnace (the beef is sent to one of those auto-delete blocks), which turns into Bestia (spelling?), which is then used to power the Wrath Cages. The other aspects goes into Oblivion Jars. (Thaumic Exploration)
The problem is, cows spawn quickly and die instantly in this unholycow-murderingcontraption system, and drops collect and fall out of the container that holds the cows, which causes lag.
So, I'm now looking for a more efficient way to get blood.
But it only involves DummyCore, a mod necessary for a thaumcraft addon and some other mods creating a sorting cycle.
Installed ProjectRed Core and Word mods and suddenly I get a mod sorting cycle with Dummy Container as the first mod despite the fact that DummyCore is the only mod even close to that name. It also tells me there is a file containing more info, yet there is none. Nowhere.
It also says that the remainder are also a bunch of mods I have not installed together with Buildcraft.
The only reason I installed Red in the first place was actually Gregtech and now Dummy Container stays a problem even when Red is gone.
If Dummy Core would not stick to a mod that is extremely dear to me I would simply through it out.
I really do not know any further.
I only post that here because I hope anyone of you knows where I can turn to with this problem
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Yes, I AM a Vampire. Nice of you to notice.
Why is that box so big? What do you mean I should stop breaking the fourth wall?
As stated, I searched for that file and could not find it for my life.
The fact that it has to do with the CoFH mods has come to my awareness with my poor excuse for research that I am capable of, oddly enough I aint got those mods installed.
IC2 has some bonds to that it seems but other than that. I dunno.
Rollback Post to RevisionRollBack
Yes, I AM a Vampire. Nice of you to notice.
Why is that box so big? What do you mean I should stop breaking the fourth wall?
Found it. Gave up after seing that the latest file was dated with two months ago. Scrolled down and found a different sort of files and it was among that.
Plus, looks like posting that I had the same problem and saying what that was with no specifics on one's help thread seems to violate the terms. Odd. Looks like I missed that one or they are interpreting the rules different than me. No matter, I shall read up upon the rules once again!
Problem.
Looks like my log file kills the 120000 character limit.
Holy bananas!
Rollback Post to RevisionRollBack
Yes, I AM a Vampire. Nice of you to notice.
Why is that box so big? What do you mean I should stop breaking the fourth wall?
If we are back, can anybody tell me how strong exactly mighty monsters are?
I heard horror stories about fully amroured people getting oneshot by mighty zombies, but with my Thaumcraft character that can jump off mountains without really hurting himself I find that hard to imagine.
I don't think I have ever seen a Mighty mob before, now that I think of it. I have seen/killed Spiked, Infested, Sickly, Bold, Vampiric, whatever the one that boosted warp was called, and Warded mobs, but never a Mighty. Just how rare are they?
I don't think I have ever seen a Mighty mob before, now that I think of it. I have seen/killed Spiked, Infested, Sickly, Bold, Vampiric, whatever the one that boosted warp was called, and Warded mobs, but never a Mighty. Just how rare are they?
I am so gonna smite all the Mighty mobs when TC6 releases, and for each kill I'll say "Oh, how the mighty have fallen..."
Rollback Post to RevisionRollBack
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I would like to beckon the great one Azanor. All of us here understand and accept the situation you are in and the reasoning for putting TC on hold. However, there has been a few builds released and I was wondering if there was anything you could share with the forum community. There may have been the issue of causing hype for something that still very well may never come out. I have been wondering if there were any cool things that you could implement with the new version of 1.10, that was previously impossible. How have things been in general. I know no updates are required and you would have done one if you wanted, but still I can't help but wonder.
yeah that seems right
But while it is true that the demons in the nether, which are inspired by DooMs demons, would not fit that well into Thaumcraft lore,
some other mobs like the geonach or the cinder might.
Theyre more like a "living nature" thing, or elemental spirits, neither good nor bad.
Also there are some plans for more weird mobs that have more of that lovecraftian feel to them
You gave me the idea of fusing wisps with items/blocks to create these spirits or elementals. For example fusing a ignis wisp with netherack and lava and you get a blaze. Using a technique similar to bottling nodes (although that has been removed in the most recent version) you could bottle wisps and so you could use them in and infusion.
You gave me the idea of fusing wisps with items/blocks to create these spirits or elementals. For example fusing a ignis wisp with netherack and lava and you get a blaze. Using a technique similar to bottling nodes (although that has been removed in the most recent version) you could bottle wisps and so you could use them in and infusion.
Bottling nodes? A node is a block and a wisp is a entity.
I fear that would not work.
Though there ised to be something for bottling entities in Thaumic Horizons. A whole wand focus for that very purpose and a special way to infuse creatures.
Even yourself.
It was very endgame and research heavy, but in theory worth it. Never actually made it that far. My worlds keep breaking beforehand ^^
Rollback Post to RevisionRollBack
Yes, I AM a Vampire. Nice of you to notice.
Why is that box so big? What do you mean I should stop breaking the fourth wall?
Bottling nodes? A node is a block and a wisp is a entity.
I fear that would not work.
Though there ised to be something for bottling entities in Thaumic Horizons. A whole wand focus for that very purpose and a special way to infuse creatures.
Even yourself.
It was very endgame and research heavy, but in theory worth it. Never actually made it that far. My worlds keep breaking beforehand ^^
Sorry I should have been more clear. Using the principles of bottling nodes using magic reinforced glass you could build a bottle that you could right click a wisp with to capture it. I'm thinking the recipe would be something like:
XSX
GXG
XGX
S = Wooden Slab G = Glass/Glass Pane in an arcane worktable not sure what vis would be needed.
I guess it depends on if you have treated the planks with the proper non-absorbant chemicals.
Well, wood can rot from absorbing water, so it could maybe absorb liquid death...
I think that the wood would just decay, because wood is organic, anyways.
For comparison, I think that stone wouldn't be affected by liquid death because it is not organic. (Unless liquid death is acidic.)
So, Thaumcraft?
"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far."
All I cna say is that some newbie randomly said something like he was happy that it is back and some people may have taken that literally.
I made a D flip-flop!
I agree that Technomancy is OP, although I still use it for the Essentia Coils. You may have seen my (poor) video on that.
I specifically meant Forbidden Magic and Blood Arsenal, for 'infinite' LP. (It produces slowly, but this system creates more blood than it uses.)
My most recent setup uses the Wrath Cage from Forbidden Magic, and the ritual from Blood Arsenal that kills mobs for their blood.
To start with, I have the 6th Tier Blood Altar, with my Blood Orb in the altar to turn blood collected in the altar into LP.
Under the blood-draining ritual, I have 4 forbidden magic Wrath Cages. They spawn cows, which give leather and beef. The cows drop leather, which (I think) has the aspect I need to spawn more cows from the Wrath Cage.
So, the leather goes down through some hoppers to an Advanced Alchemical Furnace (the beef is sent to one of those auto-delete blocks), which turns into Bestia (spelling?), which is then used to power the Wrath Cages. The other aspects goes into Oblivion Jars. (Thaumic Exploration)
The problem is, cows spawn quickly and die instantly in this
unholycow-murderingcontraptionsystem, and drops collect and fall out of the container that holds the cows, which causes lag.So, I'm now looking for a more efficient way to get blood.
(Feel free to ask questions )
Soooo, I have a relatively related problem now.
But it only involves DummyCore, a mod necessary for a thaumcraft addon and some other mods creating a sorting cycle.
Installed ProjectRed Core and Word mods and suddenly I get a mod sorting cycle with Dummy Container as the first mod despite the fact that DummyCore is the only mod even close to that name. It also tells me there is a file containing more info, yet there is none. Nowhere.
It also says that the remainder are also a bunch of mods I have not installed together with Buildcraft.
The only reason I installed Red in the first place was actually Gregtech and now Dummy Container stays a problem even when Red is gone.
If Dummy Core would not stick to a mod that is extremely dear to me I would simply through it out.
I really do not know any further.
I only post that here because I hope anyone of you knows where I can turn to with this problem
Yes, I AM a Vampire. Nice of you to notice.
Why is that box so big? What do you mean I should stop breaking the fourth wall?
Robijn, my Neighbor countrywise.
As stated, I searched for that file and could not find it for my life.
The fact that it has to do with the CoFH mods has come to my awareness with my poor excuse for research that I am capable of, oddly enough I aint got those mods installed.
IC2 has some bonds to that it seems but other than that. I dunno.
Yes, I AM a Vampire. Nice of you to notice.
Why is that box so big? What do you mean I should stop breaking the fourth wall?
I hate the e-mail notifications.
It has been six hours and it tells me diddly-boo
Welp.
Found it. Gave up after seing that the latest file was dated with two months ago. Scrolled down and found a different sort of files and it was among that.
Plus, looks like posting that I had the same problem and saying what that was with no specifics on one's help thread seems to violate the terms. Odd. Looks like I missed that one or they are interpreting the rules different than me. No matter, I shall read up upon the rules once again!
Problem.
Looks like my log file kills the 120000 character limit.
Holy bananas!
Yes, I AM a Vampire. Nice of you to notice.
Why is that box so big? What do you mean I should stop breaking the fourth wall?
Are we back?
If we are back, can anybody tell me how strong exactly mighty monsters are?
I heard horror stories about fully amroured people getting oneshot by mighty zombies, but with my Thaumcraft character that can jump off mountains without really hurting himself I find that hard to imagine.
I made a D flip-flop!
I don't think I have ever seen a Mighty mob before, now that I think of it. I have seen/killed Spiked, Infested, Sickly, Bold, Vampiric, whatever the one that boosted warp was called, and Warded mobs, but never a Mighty. Just how rare are they?
I am so gonna smite all the Mighty mobs when TC6 releases, and for each kill I'll say "Oh, how the mighty have fallen..."
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
To take the test, check out
https://minecraftnoobtest.com/test.php
Don't click this link, HE is haunting it...
I would like to beckon the great one Azanor. All of us here understand and accept the situation you are in and the reasoning for putting TC on hold. However, there has been a few builds released and I was wondering if there was anything you could share with the forum community. There may have been the issue of causing hype for something that still very well may never come out. I have been wondering if there were any cool things that you could implement with the new version of 1.10, that was previously impossible. How have things been in general. I know no updates are required and you would have done one if you wanted, but still I can't help but wonder.
You gave me the idea of fusing wisps with items/blocks to create these spirits or elementals. For example fusing a ignis wisp with netherack and lava and you get a blaze. Using a technique similar to bottling nodes (although that has been removed in the most recent version) you could bottle wisps and so you could use them in and infusion.
Bottling nodes? A node is a block and a wisp is a entity.
I fear that would not work.
Though there ised to be something for bottling entities in Thaumic Horizons. A whole wand focus for that very purpose and a special way to infuse creatures.
Even yourself.
It was very endgame and research heavy, but in theory worth it. Never actually made it that far. My worlds keep breaking beforehand ^^
Yes, I AM a Vampire. Nice of you to notice.
Why is that box so big? What do you mean I should stop breaking the fourth wall?
Meanwhile, in the mystical land of 1.7...
It's back.
SoonTMAnd a rework of the Tainted Players mod from Blightfall. Does some things slightly better than before
Does that mean the modpack will be updated? I doubt so, but I ask anyway
I made a D flip-flop!
Don't count on it. This is a personal project, like all my half finished/unreleased TC nonsense
I have to quote myself here
"My worlds keep breaking beforehand"
I never play without it. Another reason why I do not want to update from 1.7.10
Yes, I AM a Vampire. Nice of you to notice.
Why is that box so big? What do you mean I should stop breaking the fourth wall?
Sorry I should have been more clear. Using the principles of bottling nodes using magic reinforced glass you could build a bottle that you could right click a wisp with to capture it. I'm thinking the recipe would be something like:
XSX
GXG
XGX
S = Wooden Slab G = Glass/Glass Pane in an arcane worktable not sure what vis would be needed.
I am pretty sure there was and is a recipe for glass bottles in the "vanilla" thaumcraft
GSG
GXG
GGG
Yes, I AM a Vampire. Nice of you to notice.
Why is that box so big? What do you mean I should stop breaking the fourth wall?
Yes.
The name was off, but yes.
Why would you not put it in a warded jar? Need to create a seperate "warded bottle" for that?
Yes, I AM a Vampire. Nice of you to notice.
Why is that box so big? What do you mean I should stop breaking the fourth wall?