except with grinders made at spawners wou will have to usually passively wait to gather resources. if you go away, the chunk unloads or or it stops working. so you have to sit in the same spot for quite a while, which isnt ideal in the first place (id rather play the game).
Like you would have to 'idle' near a chunk with your beans? :3
Like you would have to 'idle' near a chunk with your beans? :3
well you dont necessarily have a spawner at your base. so youre basically sitting there at a grinder with not much else to do.
but you can build a bean farm right next to it. i did it by terraforming the biome i live in into magical forest. so while my beans are being harvested i can do other stuff.
Like you would have to 'idle' near a chunk with your beans? :3
If that was true, I bet the average Thamucraft Player would go something like this: "Waiting for my beans to grow.. I guess.. I hope mobs don't come near here."
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well you dont necessarily have a spawner at your base.
I can see that not everybody handles this like me.
Edit: Anyways, it's not like you need epic amounts of auram. Invest some time punching Wisps in your spawner arena, even if only to recharge your vis from mob drops, and you're good for a long time. Plus initially the wisp spawners all will be in eerie biome, so you even get good stuff like alienis, tenebrae and exanimis from it.
Open your minecraft launcher, hit "edit profile" and enter [-XmxQG -XmsQG] where Q is the numerical value of the amount of gigabites of RAM you want minecraft to use
Also try putting [-XX:MaxPermSize=1G] after that, it helps reduce lag.
Basically most compound aspects made up of other compounds. Many of my recipe costs are balanced around the idea that some aspects are hard to get (Like Sano or Auram). Mana beans flatten the curve so to speak. After some work Auram ends up being just as rare as any other aspect.
Why not make compound aspect beans longer to grow? Some beans like Tutamen and Pannus would take much longer to grow compared to primal beans.
Open your minecraft launcher, hit "edit profile" and enter [-XmxQG -XmsQG] where Q is the numerical value of the amount of gigabites of RAM you want minecraft to use
Also try putting [-XX:MaxPermSize=1G] after that, it helps reduce lag.
Good grief. Never do that. MaxPermSize should be as small as it can be - making it larger than necessary just potentially steals memory from where its needed.
I think the point is "it's not meant to be fully automatable. Full stop." and that's something i can get over, since it's actually still not going to be THAT much of a problem to obtain raw materials/mass hand crafting, to have some sort of very ample stock.
Now, we might disagree on what "ample stock" is and also be aware that i tend to AVOID warp, meaning i'm not going to get primal stuff nor void stuff nor anything (had to get the infernal furnace to reach those damned bellows... Curse you Azanor!!! :D)... And i'm not really the "autocraft everything" sort of player... heck i even do not like AE very much (correction... i find it fantastic, just takes away some of the soul from minecraft)... but ... meh i do not see the problem here, as i do not see the problem of hunting enderman with on end access to craft ender io max tier energy coduits. It's part of the game. If it gets old, i'll just do something else in the meantime. I'll always need reources and i think the game's better with some sort of intervention. Let's just think at the bore and how it functions. It is, to me, a clear indication on how Azanor wants things to work. Easier since you worked and teched to reach it, but still needs "frequent" manual intervention.
ok, but if its easy anyways, in so many cases to get the aspects. then still. why bother removing the aspects on beans, anmd remove something thats a pretty fun part of the mod? you get the aspects with full automation, but the bath salts that you are you producing with them are still semi automatic, as shards are still non renewable outside of villager or pech trading.
i dont really see how having to intervene and refill certain items in chests manually adds something over the existing possibility to breed beans manually, until you can make a farm.
when it comes to intervening, i usually build some control levers to turn on a system when im getting low in a specific resource. and turn it off when chests start to overflow. for example the golem wood farm, or the manabean farms and alchemy systems.
maintainance of multiple systems can quickly stack up to the point where youre running from one system to the next, craft items just to keep it running.
having a lever to turn a system off and on and managing your item flow, possibly reconfigure a system to produce something else, should be enough maintainance.
What exactly causes the Eldritch Revalation research to become available?
My world glitched and erased all research; it seems kinda like whatever event that would allow me to finish off the Eldritch tab and start Kami happens only once.
On mana beans: If you're worried about mana beans cheapening rarer essentia, why not make some sort of additional processing cost to turn them into essentia. Like perhaps a machine to turn them into essentia that only runs on non-renewable fuel?
Ok so I have three questions. (ignore if I should know this but I haven't been playing recently)
1. What is this about eldrich biomes (42) and (193) I see in the config?
2. Secondly, do I want to interupt this ritual or is nothing going to happen if I don't? (image attached)
3. Lastly, what does the warp effect on armor do?
ATTACHMENTS
2014-11-04_12.16.25
Rollback Post to RevisionRollBack
He who fights with monsters should look to it that he himself does not become a monster. And when you gaze long into an abyss the abyss also gazes into you.
Ok so I have three questions. (ignore if I should know this but I haven't been playing recently)
1. What is this about eldrich biomes (42) and (193) I see in the config?
2. Secondly, do I want to interupt this ritual or is nothing going to happen if I don't? (image attached)
3. Lastly, what does the warp effect on armor do?
1. I don't know what an eldritch biome is
2. Watch out! That is the crimson cult. They are pretty dangerous. If you are going to fight them, have good armor. I do not know what you mean by "ritual"
3. The warp effect adds to your warp when you wear it.
I am not a thaumcraft expert. Correct me if any information I have given is wrong.
well there's no way to keep aspects rare if you can farm them... even making beans go though a complex infusion process in order to create compound one you'll still end up long term with infinite source of anything... the problem is that you worry too much about things minecraft is a sandbox... even in vanilla minecraft after a while you end up with more resources than you need! and in the modded with a decent quarry energy supply and an oak wood farm I could make sano out of golden apples... I guess all this discussion is a little pointless.
The real point is do you, as an author, like the beans mechanic as it is now? because otherwise change it... I mean beans farming is like 1% of your mod? who cares if stays or goes? If you remove it people who like it will make an addon to bring them back... I think you should handle Thaumcraft as you like... we will adapt to it most likely.
edit:on a side note I think aspects still need a good balancing/reworking most of the stuff it's made by terra aspect which is too common, and, as pointed out most of the higher tier aspect doesn't have ignis in them also nodes with fire aspect themselves got rarer than the others followed by ordo... the biome-based node spawning is a neat idea but now MC has much more forest plains and hill biomes that breaks the balance... I suggest to make hills biome ordo instead of terra to balance things a little and make it sure that nodes in desert and fiery biomes are guaranteed to have fire
He who fights with monsters should look to it that he himself does not become a monster. And when you gaze long into an abyss the abyss also gazes into you.
Are there any plans on making a retrieve golem core? I know its been suggest for a long time and the sorting core was a great addition.
I was thinking there could be a block that looks like a thaumcraft table with an open book on it that acts as an interface to show what you have in stock.
If you request an item through this it would relay that information to attached retrieve golems that are linked to chests that have that item. The block could have its own small inventory that the golems use to deliver the goods. The inventory could be visible to the player and they take the items from there or an inaccessible inventory that is used just for the golems to place the goods then the block spits it out as soon as it gets the item.
I know this kind of thing has been ask for over and over. But I would love a complete golem item network system.
Rollback Post to RevisionRollBack
"I would agree with you, but then we'd both be wrong."
Tell that to my world... deserts, oceans, savannahs... Sigh.
Btw, Biome pairing aspects was broken for a period before i do-not-remember-which-version... (my ocean nodes having fire and perditio... yeah :D)
I kinda have the opposite... loads of hills ans plains... no jungle desert or savanna the hottest biome around is swamp but on the other side I don't have any icy biome either so no ordo guess we've been both unlucky in different ways... but I have mystcraft to fix that...
Like you would have to 'idle' near a chunk with your beans? :3
well you dont necessarily have a spawner at your base. so youre basically sitting there at a grinder with not much else to do.
but you can build a bean farm right next to it. i did it by terraforming the biome i live in into magical forest. so while my beans are being harvested i can do other stuff.
If that was true, I bet the average Thamucraft Player would go something like this:
Click on this spoiler to see mods and ideas that I support!
I can see that not everybody handles this like me.
Edit: Anyways, it's not like you need epic amounts of auram. Invest some time punching Wisps in your spawner arena, even if only to recharge your vis from mob drops, and you're good for a long time. Plus initially the wisp spawners all will be in eerie biome, so you even get good stuff like alienis, tenebrae and exanimis from it.
Open your minecraft launcher, hit "edit profile" and enter [-XmxQG -XmsQG] where Q is the numerical value of the amount of gigabites of RAM you want minecraft to use
Also try putting [-XX:MaxPermSize=1G] after that, it helps reduce lag.
Why not make compound aspect beans longer to grow? Some beans like Tutamen and Pannus would take much longer to grow compared to primal beans.
the few rarer aspects arent very complex, while some of the really complex aspects like fabrico can be obtained in mass easily.
i think the only one thats semi rare and very complex is lucrum. but you can get that easily aswell from a zombie grinder.
even if they were, it would just mean pumping more space and herba into it.
Good grief. Never do that. MaxPermSize should be as small as it can be - making it larger than necessary just potentially steals memory from where its needed.
Because the compound aspects are the easy to farm ones. The rare (for the purpose of balance) aspects (Alienis, Auram etc) are actually quite basic.
I did see that. But I don't buy it. How are "witches" automated in Vanilla + Thaumcraft? How does that yield hoppers or a permutation source?
And farming wisps for a long period of time gives me temporary blindness.
PS. I just "love" this forum upgrade. (and getting a 3 day ban for using a word I read in Asterix and Obelisk)
ok, but if its easy anyways, in so many cases to get the aspects. then still. why bother removing the aspects on beans, anmd remove something thats a pretty fun part of the mod? you get the aspects with full automation, but the bath salts that you are you producing with them are still semi automatic, as shards are still non renewable outside of villager or pech trading.
i dont really see how having to intervene and refill certain items in chests manually adds something over the existing possibility to breed beans manually, until you can make a farm.
when it comes to intervening, i usually build some control levers to turn on a system when im getting low in a specific resource. and turn it off when chests start to overflow. for example the golem wood farm, or the manabean farms and alchemy systems.
maintainance of multiple systems can quickly stack up to the point where youre running from one system to the next, craft items just to keep it running.
having a lever to turn a system off and on and managing your item flow, possibly reconfigure a system to produce something else, should be enough maintainance.
My world glitched and erased all research; it seems kinda like whatever event that would allow me to finish off the Eldritch tab and start Kami happens only once.
😼 mow
http://pastebin.com/EjAvwKkU
Removing just thaumcraft nothing else the server loads with no issues.
The forge version I am using is 10.13.2.1232
says right there it's 1208..
1. What is this about eldrich biomes (42) and (193) I see in the config?
2. Secondly, do I want to interupt this ritual or is nothing going to happen if I don't? (image attached)
3. Lastly, what does the warp effect on armor do?
-Friedrich Nietzsche
1. I don't know what an eldritch biome is
2. Watch out! That is the crimson cult. They are pretty dangerous. If you are going to fight them, have good armor. I do not know what you mean by "ritual"
3. The warp effect adds to your warp when you wear it.
I am not a thaumcraft expert. Correct me if any information I have given is wrong.
The real point is do you, as an author, like the beans mechanic as it is now? because otherwise change it... I mean beans farming is like 1% of your mod? who cares if stays or goes? If you remove it people who like it will make an addon to bring them back... I think you should handle Thaumcraft as you like... we will adapt to it most likely.
edit:on a side note I think aspects still need a good balancing/reworking most of the stuff it's made by terra aspect which is too common, and, as pointed out most of the higher tier aspect doesn't have ignis in them also nodes with fire aspect themselves got rarer than the others followed by ordo... the biome-based node spawning is a neat idea but now MC has much more forest plains and hill biomes that breaks the balance... I suggest to make hills biome ordo instead of terra to balance things a little and make it sure that nodes in desert and fiery biomes are guaranteed to have fire
To be safe I'm going to save a copy into mcedit
-Friedrich Nietzsche
I was thinking there could be a block that looks like a thaumcraft table with an open book on it that acts as an interface to show what you have in stock.
If you request an item through this it would relay that information to attached retrieve golems that are linked to chests that have that item. The block could have its own small inventory that the golems use to deliver the goods. The inventory could be visible to the player and they take the items from there or an inaccessible inventory that is used just for the golems to place the goods then the block spits it out as soon as it gets the item.
I know this kind of thing has been ask for over and over. But I would love a complete golem item network system.
I kinda have the opposite... loads of hills ans plains... no jungle desert or savanna the hottest biome around is swamp but on the other side I don't have any icy biome either so no ordo guess we've been both unlucky in different ways... but I have mystcraft to fix that...