The problem is that the rift eats at my base, specifically my infusion altar. It's a nice mechanic to incentivize the player to not go crazy, but if the rift stays (and gets bigger and bigger), that's a major problem to deal with.
In Beta 14, the rifts I spawned did disappear, what I have seen is this:
-Rifts open
-Wisp spawn consuming flux
-Taint seed spawn, consuming a lot if not all flux
-Rifts disappears after a short time, until next flux peak.
Now a taint seed spawned, but the rift remained. Maybe because I emptied more jars while the rift was open? I'll let it run further. (Not that I have a choice, lol)
Not that I'm sure that you can fix or care to fix...But the Thaumometer's transparency does not work in first person with shaders in BETA16. It seems to have the transparency in 3rd person though. Attached is a link to two screenshots showing what I mean. Good news is the thaumometer no longer outrifght crashes with shaders active like it did in BETA15 though.
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Can someone share their perspective here? I'm not sure how it makes any sense at all for the Stabilizer to ONLY be powered with RF.
I can understand having a Vis-powered RF generator to bridge Thaumcraft with other tech mods, sure.
I can understand the Stabilizer being able to use RF.
What I don't get is the requirement for it to use only RF, along with making it basically mandatory: in B16, Moderate-level infusions become dangerously unstable in a matter of seconds (even with about 100 candles below the altar). This tells me "oh, let's change the infusion stabilizers so we need a device to make it very stable, candles and such won't work anymore".
This... doesn't feel magical anymore. It's pure tech. I play Thaumcraft to get away from all the other tech mods, I have separate packs for that...
I just don't get this move. Granted, this is all still beta, stuff isn't balanced etc. yes I understand this.
But is there something I'm not seeing here? This doesn't seem like an addition that's in the spirit of the mod...
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How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
Can someone share their perspective here? I'm not sure how it makes any sense at all for the Stabilizer to ONLY be powered with RF.
I can understand having a Vis-powered RF generator to bridge Thaumcraft with other tech mods, sure.
I can understand the Stabilizer being able to use RF.
What I don't get is the requirement for it to use only RF, along with making it basically mandatory: in B16, Moderate-level infusions become dangerously unstable in a matter of seconds (even with about 100 candles below the altar). This tells me "oh, let's change the infusion stabilizers so we need a device to make it very stable, candles and such won't work anymore".
This... doesn't feel magical anymore. It's pure tech. I play Thaumcraft to get away from all the other tech mods, I have separate packs for that...
I just don't get this move. Granted, this is all still beta, stuff isn't balanced etc. yes I understand this.
But is there something I'm not seeing here? This doesn't seem like an addition that's in the spirit of the mod...
I don't know, It's just a bonus. Candles and other things still work fine, but you can use RF to make it easier if you want. Stabilizers aren't mandatory at all, you just need a lot of candles/skulls/etc.
And stabilizers alone aren't enough for unstable infusions. if the recipe isn't stable enough at the start, instability will catch up. It just helps with shorter recipes.
In my experience, at least.
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English is not my first language, sorry if misspelled some words or wrote something strange.
Can someone share their perspective here? I'm not sure how it makes any sense at all for the Stabilizer to ONLY be powered with RF.
I can understand having a Vis-powered RF generator to bridge Thaumcraft with other tech mods, sure.
I can understand the Stabilizer being able to use RF.
What I don't get is the requirement for it to use only RF, along with making it basically mandatory: in B16, Moderate-level infusions become dangerously unstable in a matter of seconds (even with about 100 candles below the altar). This tells me "oh, let's change the infusion stabilizers so we need a device to make it very stable, candles and such won't work anymore".
This... doesn't feel magical anymore. It's pure tech. I play Thaumcraft to get away from all the other tech mods, I have separate packs for that...
I just don't get this move. Granted, this is all still beta, stuff isn't balanced etc. yes I understand this.
But is there something I'm not seeing here? This doesn't seem like an addition that's in the spirit of the mod...
I somewhat agree with this. I don't really like how the stabilizer works, but I didn't really liked the old system of "put 100 candles under the altar and you are fine forever" thing.
Stabilizers aren't mandatory at all, you just need a lot of candles/skulls/etc.
In B13 I could do Moderate infusions with no issue at all with about 100 candles below the altar, and 20 skulls above and below it. Now... nope, I can't even look at the Matrix without it going bonkers. :/
Maybe the distance at which candles and such are effective has been reduced? My skull setup is about 10 blocks from the matrix, and the candles sit 3 blocks below it.
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How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
The Meaning of Life, the Universe, and Everything.
Join Date:
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man i get so sick of minecraft modding, either it's wait a week because someone put the server into an unresolvable crash loop or it spends 45 minutes failing to ever start, i give up, i didn't want to play minecraft today anyway, i'm turning this thing off and giving up entirely.
man i get so sick of minecraft modding, either it's wait a week because someone put the server into an unresolvable crash loop or it spends 45 minutes failing to ever start, i give up, i didn't want to play minecraft today anyway, i'm turning this thing off and giving up entirely.
So like, I happened to have a stack of ice blocks and I sort of maybe dropped all of them into my crucible. Anyway I think I need a physicist to take a look at the quantum singularity currently eating my roof.
So like, I happened to have a stack of ice blocks and I sort of maybe dropped all of them into my crucible. Anyway I think I need a physicist to take a look at the quantum singularity currently eating my roof.
My condolences. I did the same thing with a stack of coal blocks a while back. It was... enlightening.
That's what Flux is, right? Enlightening?
Now I just want to walk through that rift into another dimension......
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How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
Assuming the (game-breaking) effect on traditional altar stabilization is a bug and not a feature, I'm all for the new RF powered stabilizers. The "just stockpile skulls and candles" method always felt very... immersion breaking, for want of a more eloquent turn of phrase. RF stabilizers provide a way for folks like me, who like to build in places where a 100 candle well beneath my infusion altar simply isn't an option (I was never a fan of it anyway), a way to keep things from getting too messy. Plus, it feels very mad-science, which is very much in the spirit of the mod, in my opinion. Why wouldn't a well-traveled thaumaturge look for solutions in science, or other fields of study?
I very much look forward to installing them above my high-security infusion chamber aboard my Thaumcraft zeppelin.
In Beta 14, the rifts I spawned did disappear, what I have seen is this:
-Rifts open
-Wisp spawn consuming flux
-Taint seed spawn, consuming a lot if not all flux
-Rifts disappears after a short time, until next flux peak.
Now a taint seed spawned, but the rift remained. Maybe because I emptied more jars while the rift was open? I'll let it run further. (Not that I have a choice, lol)
I'm having the same problems you are.
On another note… Vis power generator? srsl?
Not that I'm sure that you can fix or care to fix...But the Thaumometer's transparency does not work in first person with shaders in BETA16. It seems to have the transparency in 3rd person though. Attached is a link to two screenshots showing what I mean. Good news is the thaumometer no longer outrifght crashes with shaders active like it did in BETA15 though.
https://imgur.com/a/Co2yCOH
Is it possible that directing 8 stabilizers towards a flux rift crashes Minecraft without any crash log? Just asking
yet, heavy is the burden of the wise ones, when no one understands a word of what they say.
So, I remember that we're all mad here, and it's ok..."
- Inspired by the song "Cheshire Kitten" by SJ Tucker.
*Grins while backing off into the shadows*
I guess I could use this to scan through the whole chunk, pfft..
TC6 + Tinker
Do it!
It will give us infinite knowledge of the world we live in!!!!
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?
Don't want to end up like Irina Spalko, do we?
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Don't click this link, HE is haunting it...
Don't care.
The body regenerates, but we can't let an opportunity like this fly by
I just noticed who you are.
Whooops.
Hi, Niko ^^
Nice to see you somewhere else than just on YouTube
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?
Can someone share their perspective here? I'm not sure how it makes any sense at all for the Stabilizer to ONLY be powered with RF.
I can understand having a Vis-powered RF generator to bridge Thaumcraft with other tech mods, sure.
I can understand the Stabilizer being able to use RF.
What I don't get is the requirement for it to use only RF, along with making it basically mandatory: in B16, Moderate-level infusions become dangerously unstable in a matter of seconds (even with about 100 candles below the altar). This tells me "oh, let's change the infusion stabilizers so we need a device to make it very stable, candles and such won't work anymore".
This... doesn't feel magical anymore. It's pure tech. I play Thaumcraft to get away from all the other tech mods, I have separate packs for that...
I just don't get this move. Granted, this is all still beta, stuff isn't balanced etc. yes I understand this.
But is there something I'm not seeing here? This doesn't seem like an addition that's in the spirit of the mod...
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
I don't know, It's just a bonus. Candles and other things still work fine, but you can use RF to make it easier if you want. Stabilizers aren't mandatory at all, you just need a lot of candles/skulls/etc.
And stabilizers alone aren't enough for unstable infusions. if the recipe isn't stable enough at the start, instability will catch up. It just helps with shorter recipes.
In my experience, at least.
I somewhat agree with this. I don't really like how the stabilizer works, but I didn't really liked the old system of "put 100 candles under the altar and you are fine forever" thing.
In B13 I could do Moderate infusions with no issue at all with about 100 candles below the altar, and 20 skulls above and below it. Now... nope, I can't even look at the Matrix without it going bonkers. :/
Maybe the distance at which candles and such are effective has been reduced? My skull setup is about 10 blocks from the matrix, and the candles sit 3 blocks below it.
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
man i get so sick of minecraft modding, either it's wait a week because someone put the server into an unresolvable crash loop or it spends 45 minutes failing to ever start, i give up, i didn't want to play minecraft today anyway, i'm turning this thing off and giving up entirely.
Can I have your stuff?
So like, I happened to have a stack of ice blocks and I sort of maybe dropped all of them into my crucible. Anyway I think I need a physicist to take a look at the quantum singularity currently eating my roof.
Nice one!
I really like this response!
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?
My condolences. I did the same thing with a stack of coal blocks a while back. It was... enlightening.
That's what Flux is, right? Enlightening?
Now I just want to walk through that rift into another dimension......
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
Assuming the (game-breaking) effect on traditional altar stabilization is a bug and not a feature, I'm all for the new RF powered stabilizers. The "just stockpile skulls and candles" method always felt very... immersion breaking, for want of a more eloquent turn of phrase. RF stabilizers provide a way for folks like me, who like to build in places where a 100 candle well beneath my infusion altar simply isn't an option (I was never a fan of it anyway), a way to keep things from getting too messy. Plus, it feels very mad-science, which is very much in the spirit of the mod, in my opinion. Why wouldn't a well-traveled thaumaturge look for solutions in science, or other fields of study?
I very much look forward to installing them above my high-security infusion chamber aboard my Thaumcraft zeppelin.