He's far enough away that I can avoid him and still live my Minecraft-life, as long as I'm aware-ish. I'd hate to give up my giant redwood tree home, though I can. If we take him out, will he just respawn? All the stuff I'm finding on Google says they just randomly appear based on flux. I don't see anything about static ones guarding things.
If you are desperate to stop the guardians from spawning... you could always destroy the altar. It takes a while, but if you manage to break any part of the altar the entire thing will explode and disappear. Doing that should stop them from spawning. You may also need a diamond quality pickaxe, as it dose look like it's made of obsidian.
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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.
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Can't you read? I said I only play PC Minecraft
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I have a request for a feature in the config file. Would it be possible to add in an option in the config where you can disable certain warp-related Debuffs specifically without disabling warp entirely? I suggest this mostly because I recently suffered the Sun-Scorned Debuff, & since my computer hates Shaders of any kind, the frame rate slowed to a crawl that makes snails seem like drag racers. I still like the idea of warp though, but some of the Debuffs are horrible for lesser computers.
I have a request for a feature in the config file. Would it be possible to add in an option in the config where you can disable certain warp-related Debuffs specifically without disabling warp entirely? I suggest this mostly because I recently suffered the Sun-Scorned Debuff, & since my computer hates Shaders of any kind, the frame rate slowed to a crawl that makes snails seem like drag racers. I still like the idea of warp though, but some of the Debuffs are horrible for lesser computers.
I second this addition, but my beef is with Unnatural Hunger. I run Botania together with Thaumcraft, and due to the slow nature of passive Mana generation (outside of massive plantations, which I don't have), I employ a trick I learned way back in Equivalent Exchange 2: leaving Minecraft running over-IRL-night. I don't like coming back and finding my hunger bar depleted. I don't like being punished for doing something that I'm doing for another mod.
A friend and I just started a new SMP game with 1.7.10 and a mod pack that contains this mod. I've played pretty heavily with previous versions of this mod but not with 4. (So I understand the concepts, but the particulars are sometimes still a mystery.) Nearish to my base, there's a floating pillar with a bunch of littler stones/protrusions around it. There's a scary looking guy in black or grey with a hood hanging out there. My friend just got walloped by him. I've kept my distance. I've tried to figure out what the heck this thing is to no avail, and I'm not far enough along in anything yet to take a chance trying to take him out. Can someone tell me what it is and if there's a way to neutralize the danger, or contain it? Thanks!
You want a farm, you grab a hoe. You want a boat, you grab some wood. You want a fireplace, you grab A FLAMING HELL-BOULDER BECAUSE THAT'S HOW MINECRAFTERS ROLL!!!
in case anyone has difficulties to automate balanced shards.
- terra and perdito are gathered in equal amounts from cobble. (obv)
- im cooking up charcoal froma golem operated tree farm -> furnace for ignis and potentia. centrifuge the potentia into ignis + ordo, and pump the ignis into a void jard, since it produces in excess (or use it to power the infernal furnace).
- shugar canes provide 1 herba + 1 air + 1 aqua. feel free to recycle the herba into lamps of growth.
this covers all 6 primals with a minimal amount of excess from all renewable resources. you wont need any void jars to prevent the system from getting stuck, except for the igniss. unless youre using it somewhere else, which is totally an option.
automated alchemy has become hard with so many options^^. im gonna need to set up a giant centralized essentia production. half of it powered by manabeans, and distribute it to a large amount of thaumatoriums, and devices throughout my base.
its going to look ridiculous and awesome, when my factory is finished. i better start learning how to use essentia reservoirs
Everything in the list is renewable, except for soul sand. The * means that obsidianhenges spawn wisps of those types. Mana beans can of course produce any aspect.
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You want a farm, you grab a hoe. You want a boat, you grab some wood. You want a fireplace, you grab A FLAMING HELL-BOULDER BECAUSE THAT'S HOW MINECRAFTERS ROLL!!!
He's far enough away that I can avoid him and still live my Minecraft-life, as long as I'm aware-ish. I'd hate to give up my giant redwood tree home, though I can. If we take him out, will he just respawn? All the stuff I'm finding on Google says they just randomly appear based on flux. I don't see anything about static ones guarding things.
The altar is what spawns him yes, so as long as at least one altar pyramid thing is their he will spawn over and over.
ive just read, that you can use the obelisks to generate large nodes, since they kind of work like the advances stabilizers for the center node. is that true? if yes, that might be a great way to make a node to power your base, besides the hungry nodes.
edit.: hah! thats awesome! look whos gonna get a statue in front of my base. (im gonna need that staff back though)
just need to find a better spot for it
Oh please do. I am not keen on preserving that thing because it spreads the eerie biome.
you can clean that up with a ethereal bloom. besides. these nodes dont spread the eerie biome when theyre energized. i currently have my base running on one.
though it doesnt have a lot of power (4CV on all aspects), and im starting to look into something with a little more juice. i might actually take a hungry node home with me.
edit.: ok, something isnt right. i made a manabean farm purely for lucrum. and more than 5 blocks away (the closest distance between the two farms is 6 blocks) another small one for auram.
and now ive got auram beans mixed with the lucrum beans on my big lucrum farm for no reason. not only shouldnt they even breed, but also does it make no sense, that theyre spreading from one farm to another.
this really puts a damper on my plans to have a couple separate farms next to each other.
you can clean that up with a ethereal bloom. besides. these nodes dont spread the eerie biome when theyre energized. i currently have my base running on one.
though it doesnt have a lot of power (4CV on all aspects), and im starting to look into something with a little more juice. i might actually take a hungry node home with me.
I have a project to get a hungry node but it really is annoying trying to grow them - throwing stuff into them can't (as of 4.1 at least) grow any aspect past the largest aspect on the node. My "grow a node" project using a regular bright node is now at 120+ on all aspects so should be doing 11CV/t on all aspects when I finish updating my modpack to 1.7.10 this weekend.
Everything in the list is renewable, except for soul sand. The * means that obsidianhenges spawn wisps of those types. Mana beans can of course produce any aspect.
I have a project to get a hungry node but it really is annoying trying to grow them - throwing stuff into them can't (as of 4.1 at least) grow any aspect past the largest aspect on the node. My "grow a node" project using a regular bright node is now at 120+ on all aspects so should be doing 11CV/t on all aspects when I finish updating my modpack to 1.7.10 this weekend.
If I recall correctly, the CV production of a node caps at 10.
Also paper gives cognito, which can be turned into spiritus.
Mentioned that.
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You want a farm, you grab a hoe. You want a boat, you grab some wood. You want a fireplace, you grab A FLAMING HELL-BOULDER BECAUSE THAT'S HOW MINECRAFTERS ROLL!!!
If I recall correctly, the CV production of a node caps at 10.
Then. Then I can stop.
---
I would like some discussion on the cost of moving nodes. They have a 75% chance of degrading quality each time they are bottled, and while capturing them from the wild this is "ok" (allthough it does reduce the excitement of finding a bright node), well, I already have a problem in Minecraft where my builds end up looking shoddy and unfinished because I run out of space and need to move stuff around. And that node room I made when I was building with dirt is now a fixed place structure as I cannot move any of the nodes.
I really would like a way to move nodes short distances without damaging them.
Everything in the list is renewable, except for soul sand. The * means that obsidianhenges spawn wisps of those types. Mana beans can of course produce any aspect.
Adding to prior comments:
Splitting Auram for Aer would be crazed. (Try Vacuuos and Volatus instead.)
Herba and Humanus can both be had from Messis.
For Instrumentum, you could list Telum and Tutamen, both common from loot.
Ordo can also be had from Vitreus (and if you're distilling emerald, you'll have a lot of Vitreus.) Also, smooth sandstone isn't renewable anymore, unless Azanor relents on the entropic recipes.
Perditio has many compounds, but Gelum, Telum, and Vacuos probably warrant mention. Also, you might want to include "the hint", by listing the source as "cobblestone (stairs)". (And it has other sources, notably cactus and gunpowder).
Permutatio is in not only Dispensers, but Droppers. (much easier to make in bulk!)
Praecantio is in Vitium as well as Auram.
Vinculum is in amber as well. (Also non-renewable, but available much earlier in the game than soul sand, and likely more "spare" than iron for tripwire hooks.)
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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.
edit.: ok, something isnt right. i made a manabean farm purely for lucrum. and more than 5 blocks away (the closest distance between the two farms is 6 blocks) another small one for auram.
and now ive got auram beans mixed with the lucrum beans on my big lucrum farm for no reason. not only shouldnt they even breed, but also does it make no sense, that theyre spreading from one farm to another.
Let me guess, both golemized? Turns out Harvest+Ordo golems don't actually replant "the seed of the plant they broke", they replant "a seed of that type which is lying nearby after they break a plant". The difference only matters for mana beans.... And they don't seem to actually choose the closest, so if your gather golem is derping or wandering, they can rearrange your plots quite badly. (This might be connected with how gather golems can chase an item so far they can't find their way home.)
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 you are desperate to stop the guardians from spawning... you could always destroy the altar. It takes a while, but if you manage to break any part of the altar the entire thing will explode and disappear. Doing that should stop them from spawning. You may also need a diamond quality pickaxe, as it dose look like it's made of obsidian.
I second this addition, but my beef is with Unnatural Hunger. I run Botania together with Thaumcraft, and due to the slow nature of passive Mana generation (outside of massive plantations, which I don't have), I employ a trick I learned way back in Equivalent Exchange 2: leaving Minecraft running over-IRL-night. I don't like coming back and finding my hunger bar depleted. I don't like being punished for doing something that I'm doing for another mod.
GENERATION 24: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.
Check out my Metroid Door and Custom Potions!
press alt + f4 to neutralize the threat!
That joke wasn't funny even when it was new.
- terra and perdito are gathered in equal amounts from cobble. (obv)
- im cooking up charcoal froma golem operated tree farm -> furnace for ignis and potentia. centrifuge the potentia into ignis + ordo, and pump the ignis into a void jard, since it produces in excess (or use it to power the infernal furnace).
- shugar canes provide 1 herba + 1 air + 1 aqua. feel free to recycle the herba into lamps of growth.
this covers all 6 primals with a minimal amount of excess from all renewable resources. you wont need any void jars to prevent the system from getting stuck, except for the igniss. unless youre using it somewhere else, which is totally an option.
automated alchemy has become hard with so many options^^. im gonna need to set up a giant centralized essentia production. half of it powered by manabeans, and distribute it to a large amount of thaumatoriums, and devices throughout my base.
its going to look ridiculous and awesome, when my factory is finished. i better start learning how to use essentia reservoirs
When was it a joke? <--- that was a joke!
Alienis*: ender pearls
Aqua: sugarcanes, boats, Victus
Arbor: all wooden stuff
Auram: ethereal essence
Bestia: raw meat, eggs, leather stuff, Corpus, Humanus
Cognitio: paper, zombie brains, Humanus
Corpus: meat, fish,
Exanimis*: zombie brains, ghast tears
Fabrico: crafting tables
Fames: cooked food, melons
Gelum: snowballs
Herba: sugarcane, cacti, saplings, netherwart, seeds, all other plants, Arbor
Humanus: rotten flesh, Instrumentum, Fabrico,
Ignis: charcoal, blaze rods, Potentia
Instrumentum: axes, shovels, flint, Machina, Fabrico
Iter: boats, saddles, fence gates
Limus: slimeballs, eggs
Lucrum: gold ingots, golden loot, emeralds
Lux: torches
Machina: buttons
Messis: all crops
Metallum: metallic loot, metal nuggets
Meto: hoes
Mortuus*: bones, Corpus
Motus: trapdoors, Machina, Bestia
Ordo: smooth sandstone, silverwood logs, Potentia, Motus, Instrumentum
Pannus: wool, string, leather stuff
Perditio*: cobblestone
Perfodio: pickaxes
Permutatio: quicksilver, dispensers, hoppers
Potentia: charcoal
Praecantatio: greatwood logs, nether wart, blaze rods, enchanted loot, Auram
Sano: healing potions, cake, Triple Meat Treat
Sensus: cocoa beans, all other dyes, carrots, flowers
Spiritus: soul sand, ghast tears, Sensus, Cognitio
Telum: arrows, all weapons
Tenebrae*: mushrooms
Terra: cobblestone
Tutamen: leather stuff, other armor
Vacuos: bowls
Venenum*: spider eyes, poisonous potatoes
Victus: eggs, raw meat, Bestia, Herba
Vinculum: soul sand, tripwire hooks
Vitium: tainted goo, taint tendril (Hazmat)
Vitreus: glass, emeralds
Volatus: feathers
Everything in the list is renewable, except for soul sand. The * means that obsidianhenges spawn wisps of those types. Mana beans can of course produce any aspect.
The altar is what spawns him yes, so as long as at least one altar pyramid thing is their he will spawn over and over.
edit.: hah! thats awesome! look whos gonna get a statue in front of my base. (im gonna need that staff back though)
just need to find a better spot for it
in some comment on youtube. has someone tried to experiment with that?
you can clean that up with a ethereal bloom. besides. these nodes dont spread the eerie biome when theyre energized. i currently have my base running on one.
though it doesnt have a lot of power (4CV on all aspects), and im starting to look into something with a little more juice. i might actually take a hungry node home with me.
edit.: ok, something isnt right. i made a manabean farm purely for lucrum. and more than 5 blocks away (the closest distance between the two farms is 6 blocks) another small one for auram.
and now ive got auram beans mixed with the lucrum beans on my big lucrum farm for no reason. not only shouldnt they even breed, but also does it make no sense, that theyre spreading from one farm to another.
this really puts a damper on my plans to have a couple separate farms next to each other.
I have a project to get a hungry node but it really is annoying trying to grow them - throwing stuff into them can't (as of 4.1 at least) grow any aspect past the largest aspect on the node. My "grow a node" project using a regular bright node is now at 120+ on all aspects so should be doing 11CV/t on all aspects when I finish updating my modpack to 1.7.10 this weekend.
Heads give Spiritus
If I recall correctly, the CV production of a node caps at 10.
Maybe, but you can't get heads in vanilla survival, except wither skulls which are way too valuable to melt for essentia.
Mentioned that.
Then. Then I can stop.
---
I would like some discussion on the cost of moving nodes. They have a 75% chance of degrading quality each time they are bottled, and while capturing them from the wild this is "ok" (allthough it does reduce the excitement of finding a bright node), well, I already have a problem in Minecraft where my builds end up looking shoddy and unfinished because I run out of space and need to move stuff around. And that node room I made when I was building with dirt is now a fixed place structure as I cannot move any of the nodes.
I really would like a way to move nodes short distances without damaging them.
Adding to prior comments:
Let me guess, both golemized? Turns out Harvest+Ordo golems don't actually replant "the seed of the plant they broke", they replant "a seed of that type which is lying nearby after they break a plant". The difference only matters for mana beans.... And they don't seem to actually choose the closest, so if your gather golem is derping or wandering, they can rearrange your plots quite badly. (This might be connected with how gather golems can chase an item so far they can't find their way home.)