That's kindof ingenious. You can then place a wand recharge pedestal (with advanced thingy) outside of it's "eat" range and I'd think easily get a node that can recharge wands nicely. Unless a large portion of items' vis worth is lost during their destruction....
I may have to test this...
The hungry node gets the full aspects of whatever it eats (and can gain new aspects this way), except that all its aspects are limited to the highest aspect it had when it was spawned. From Azanor's phrasing, I would guess that bullying smaller nodes won't raise the cap either.
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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.
The hungry node gets the full aspects of whatever it eats (and can gain new aspects this way), except that all its aspects are limited to the highest aspect it had when it was spawned. From Azanor's phrasing, I would guess that bullying smaller nodes won't raise the cap either.
Doesn't seem to work this way anymore. I was having a play with it, tossing items at the node, but no dice.
When I Tried to make a Thaumium Cap my game crashed and now I can't access my map!
HEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEELP!
Edit: I'm using the latest version 1.7.10-4.2.1.4
When I Tried to make a Thaumium Cap my game crashed and now I can't access my map!
HEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEELP!
Edit: I'm using the latest version 1.7.10-4.2.1.4
Thanks -- can't quite do that yet though. I have the research but not the wand capacity since silverwood cores require the infusion altar. I know that I could just avoid it for another week or so until I can assemble all the bits to do that. I guess I'm hoping there's some other solution. I don't want to trap it. I just want it gone. I'm mad at it for eating my wand and I want to smash it, and I'd rather do it now. I'm not good at patience. Heh.
I know of a method of destroying hungry nodes that has no risk of launching you through the air... at least when I've done it.
Basically, it goes like this:
Step 1: Gather at least 20 or more obsidian blocks.
Step 2: Near the node but not close enough to get sucked in, pillar up with the obsidian until you are at least one block above the node.
Step 3: While crouching, bridge over with the obsidian until you within punching distance of the node. Make sure you remain crouched.
Step 4: Punch at it until it's destroyed.
This works because the node can't suck you off of blocks above it while you're crouching. You could technically do this with any block, but that's pretty much suicidal as the chance of the node eating the block you're on is very high. Best to stick with obsidian as the node can't eat that block.
While watching videos (Yogscast's Magic Police and other stuff like that...) I realised that Thaumaturges are, despite their super awesome items, kind of weak against some of the more "limitless" mods (let's say... Ars magika, even if (citation needed) it is supposed to disappear because of stuff, don't quote me on this...). What I'm refering to are projectiles that are not affected by the sword of the Zephir. Some of them don't do that much damage, but can affect the player in a way that he is defenceless.
So, I was thinking if there could be the possibility to add a focus of shielding: How I see it would be a vis shield in front of the thaumaturge, which would block magic and "unhabitual" projectiles. If there is a blast, the player would be affected, since such phenomenas are part of the "physical" world. Of course there is the "yada yada" about "hey, what would be the cons of the focus" but I don't consider myself a master of game balance. But such a tool would give thaumaturge more survivability in a world that doesn't care about balance.
P.S.: Please don't hate because I said that Ars Magika is limitless. It's just that some of their spells makes them master of the universe (and sometimes master troll)
I know of a method of destroying hungry nodes that has no risk of launching you through the air... at least when I've done it.
Basically, it goes like this:
Step 1: Gather at least 20 or more obsidian blocks.
Step 2: Near the node but not close enough to get sucked in, pillar up with the obsidian until you are at least one block above the node.
Step 3: While crouching, bridge over with the obsidian until you within punching distance of the node. Make sure you remain crouched.
Step 4: Punch at it until it's destroyed.
This works because the node can't suck you off of blocks above it while you're crouching. You could technically do this with any block, but that's pretty much suicidal as the chance of the node eating the block you're on is very high. Best to stick with obsidian as the node can't eat that block.
Instead of punching it to death, either encase it in obsidian (i first place a dirt then the obsidian against the node because with just a single block gap it's still powerful enough to hold you in place)
or alternatively build some walls and a roof on your obsidian bridge so you can venture out and throw stuff in or recharge wands etc
the pet captive node on our old server was underground and ate an enormous cavern around it, with over 500 in the main aspects it was very useful for charging
When i connect my golems to tree saplings using the golemancer's bell, the line of particles connecting the golem to the block is not shown! Is that a bug?
While watching videos (Yogscast's Magic Police and other stuff like that...) I realised that Thaumaturges are, despite their super awesome items, kind of weak against some of the more "limitless" mods (let's say... Ars magika, even if (citation needed) it is supposed to disappear because of stuff, don't quote me on this...). What I'm refering to are projectiles that are not affected by the sword of the Zephir. Some of them don't do that much damage, but can affect the player in a way that he is defenceless.
So, I was thinking if there could be the possibility to add a focus of shielding: How I see it would be a vis shield in front of the thaumaturge, which would block magic and "unhabitual" projectiles. If there is a blast, the player would be affected, since such phenomenas are part of the "physical" world. Of course there is the "yada yada" about "hey, what would be the cons of the focus" but I don't consider myself a master of game balance. But such a tool would give thaumaturge more survivability in a world that doesn't care about balance.
P.S.: Please don't hate because I said that Ars Magika is limitless. It's just that some of their spells makes them master of the universe (and sometimes master troll)
Balancing against other mods isn't really the thaumcraft way. It's designed to be played on its own (Or at least that's the impression I get)
In any case trying to balance a mod against others runs a big ol' risk of it turning into a "who can make the most overpowered stuff" race. Not that I'm saying it WOULD necessarily, but it's a real concern.
While watching videos (Yogscast's Magic Police and other stuff like that...) I realised that Thaumaturges are, despite their super awesome items, kind of weak against some of the more "limitless" mods (let's say... Ars magika, even if (citation needed) it is supposed to disappear because of stuff, don't quote me on this...). What I'm refering to are projectiles that are not affected by the sword of the Zephir. Some of them don't do that much damage, but can affect the player in a way that he is defenceless.
So, I was thinking if there could be the possibility to add a focus of shielding: How I see it would be a vis shield in front of the thaumaturge, which would block magic and "unhabitual" projectiles. If there is a blast, the player would be affected, since such phenomenas are part of the "physical" world. Of course there is the "yada yada" about "hey, what would be the cons of the focus" but I don't consider myself a master of game balance. But such a tool would give thaumaturge more survivability in a world that doesn't care about balance.
P.S.: Please don't hate because I said that Ars Magika is limitless. It's just that some of their spells makes them master of the universe (and sometimes master troll)
Thaumaturgists perform BALANCED miracles because if it is more than that, then you can be God and play like God and you can be invincible. WELL, we don't like that very much. So, if you are a defenseless thaumaturgist, then just use armor from other mods or just have some backup spells from Ars Magica 2!
The shield idea is very great, but if it has all the balanced protection thaumaturgists need, then we won't be needing to add more DEFENSIVE STUFF.
P.S. - Casual Question, have you watched the episode of Magic Police (Yogscast) where Magic Police and Flux Buddies fight?
Yes. Kindof. Incompability with another mod.
It's optifine. On most computers (sadly including mine) optifine disables all particles. That's including the golemlines from the golemancer's bell, manalines from botania manaspreaders and the like.
Some computers have no issue with optifine and particles though ...
While watching videos (Yogscast's Magic Police and other stuff like that...) I realised that Thaumaturges are, despite their super awesome items, kind of weak against some of the more "limitless" mods (let's say... Ars magika, even if (citation needed) it is supposed to disappear because of stuff, don't quote me on this...). What I'm refering to are projectiles that are not affected by the sword of the Zephir. Some of them don't do that much damage, but can affect the player in a way that he is defenceless.
Fortress Armor is already supposed to give some protection against magic, if that doesn't affect status projectiles, well, that's easier to change than adding a whole new shield.
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.
Do you know where the Shard Ore Textures are located? I want to make a new texture involving them.
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Teddwa (The Fakemon in my avatar) belongs to ReallyDarkAndWindie and that is used with permission from him.
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The Meaning of Life, the Universe, and Everything.
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StormCancer21
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I liked that mod. Good job there! But the massive fps drop after installing it made me uninstall it after some days... you should consider making a lite version for it. No other mod had such an inpact on the fps like this one.
infusedore.png in \assets\thaumcraft\textures\blocks\
Ah, thanks. I looked in there and couldn't find it. Thanks.
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Teddwa (The Fakemon in my avatar) belongs to ReallyDarkAndWindie and that is used with permission from him.
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I liked that mod. Good job there! But the massive fps drop after installing it made me uninstall it after some days... you should consider making a lite version for it. No other mod had such an inpact on the fps like this one.
You sure it was thaumcraft? It's never handed me an FPS drop.
Have you tried allocating more ram to minecraft?
The hungry node gets the full aspects of whatever it eats (and can gain new aspects this way), except that all its aspects are limited to the highest aspect it had when it was spawned. From Azanor's phrasing, I would guess that bullying smaller nodes won't raise the cap either.
Doesn't seem to work this way anymore. I was having a play with it, tossing items at the node, but no dice.
HEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEELP!
Edit: I'm using the latest version 1.7.10-4.2.1.4
Can't help without a crash-log.
I know of a method of destroying hungry nodes that has no risk of launching you through the air... at least when I've done it.
Basically, it goes like this:
Step 1: Gather at least 20 or more obsidian blocks.
Step 2: Near the node but not close enough to get sucked in, pillar up with the obsidian until you are at least one block above the node.
Step 3: While crouching, bridge over with the obsidian until you within punching distance of the node. Make sure you remain crouched.
Step 4: Punch at it until it's destroyed.
This works because the node can't suck you off of blocks above it while you're crouching. You could technically do this with any block, but that's pretty much suicidal as the chance of the node eating the block you're on is very high. Best to stick with obsidian as the node can't eat that block.
Demonstration:
So, I was thinking if there could be the possibility to add a focus of shielding: How I see it would be a vis shield in front of the thaumaturge, which would block magic and "unhabitual" projectiles. If there is a blast, the player would be affected, since such phenomenas are part of the "physical" world. Of course there is the "yada yada" about "hey, what would be the cons of the focus" but I don't consider myself a master of game balance. But such a tool would give thaumaturge more survivability in a world that doesn't care about balance.
P.S.: Please don't hate because I said that Ars Magika is limitless. It's just that some of their spells makes them master of the universe (and sometimes master troll)
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*
Instead of punching it to death, either encase it in obsidian (i first place a dirt then the obsidian against the node because with just a single block gap it's still powerful enough to hold you in place)
or alternatively build some walls and a roof on your obsidian bridge so you can venture out and throw stuff in or recharge wands etc
the pet captive node on our old server was underground and ate an enormous cavern around it, with over 500 in the main aspects it was very useful for charging
Balancing against other mods isn't really the thaumcraft way. It's designed to be played on its own (Or at least that's the impression I get)
In any case trying to balance a mod against others runs a big ol' risk of it turning into a "who can make the most overpowered stuff" race. Not that I'm saying it WOULD necessarily, but it's a real concern.
This will DEFINITELY fit in every magic modpack!
Going to thank your thread for this!
P.S. - Metal Slug Fan?
This one because Hatfilms are awesome!
Minefactory Reloaded avid fan:
Magical Crops. Magical.
The real expansion, the best expansion.
The best logical mod no one in Mojang thought about.
It's grown on me!
Thaumaturgists perform BALANCED miracles because if it is more than that, then you can be God and play like God and you can be invincible. WELL, we don't like that very much. So, if you are a defenseless thaumaturgist, then just use armor from other mods or just have some backup spells from Ars Magica 2!
The shield idea is very great, but if it has all the balanced protection thaumaturgists need, then we won't be needing to add more DEFENSIVE STUFF.
P.S. - Casual Question, have you watched the episode of Magic Police (Yogscast) where Magic Police and Flux Buddies fight?
This one because Hatfilms are awesome!
Minefactory Reloaded avid fan:
Magical Crops. Magical.
The real expansion, the best expansion.
The best logical mod no one in Mojang thought about.
It's grown on me!
When you place a node you should be able to customize it.
Compatibility with dimensional doors.
New aspects like: rage( causes peaceful mobs to become hostile and attack each other)
Soul forge: Use souls to to get special enchantments like Razor(causes bleeding/temporary unreplenish-able hearts)
Arcane furnace from thaumcraft 2
thats all for now...
If your a mod maker PLZ consider these mod ideas here! LINK
I don't have optifine though!
Fortress Armor is already supposed to give some protection against magic, if that doesn't affect status projectiles, well, that's easier to change than adding a whole new shield.
Click on this spoiler to see mods and ideas that I support!
Ah, thanks. I looked in there and couldn't find it. Thanks.
Click on this spoiler to see mods and ideas that I support!
You sure it was thaumcraft? It's never handed me an FPS drop.
Have you tried allocating more ram to minecraft?
That is an awesome idea. I was thinking of doing something like that but without the crouch part, couldn't figure out how to do it quite. Thanks!
That's something quite a few people have been wanting for a while, myself included. It would make experimenting with nodes in creative a lot easier.
What kind of compatibly? If you're talking about aspects on Dimensional Door's items then that's something DD's authors need to do.
We've got enough aspects already. Besides, aspects don't work like that.
TC4 already has it's own enchanting mechanic: Infusion enchanting.
The infernal furnace replaced TC2's arcane furnace. It would be neat to see it again, but you'd have to admit it'd be a bit redundant.