I have a single pair of golems managing a 9x9 farm of instrumentum beans for Thaumic Tinkerer's Thaumic Restorer. I'm going to have to stop them for a while because I'm up to almost 9 stacks which should last a while.
On the level below that I manually plant/harvest. You can plant 5 double-rows 15 long, or 30 beans of 5 different types, then harvest them a couple (RL) hours later. A chunkloader helps immensely here. I plant before work, then harvest/re-plant at lunch, and again when I get home from work. Sometimes again before bed.
Alternately, this gives 10 double half-rows @ 7 long (14 beans per type).
Note nowhere did I mention a LoG. I have one but rarely use it.
Yes. Thats the point. They are hard to farm normally, and easy to farm exploitatively.
This is indicative of a broken game mechanic. They either need to be made easy for normal users to farm. i.e. a single pair of golems and a casual attitude to herba must be able to provide a useful quantity of beans, or, if that is deemed unbalanced (and I would agree that it is) they should not be available at all as there mere presence is a trap that lures players into exploitative play. Rather fix the problems that bean farming "patches": which comes down to the use of non stackable ingredients in cake.
Your argument basically offers a double-bind: If it's easy, then unbalanced, but if it's hard, then it "lures players into exploitative play" (say what?). Compare to the prior system, where one 9x9 plot, quickly set up, first provided "everything", and then (after the nerf) "next to nothing". Now, it still requires golems and Herba farming, but actually setting up the farms is a lot trickier, takes a lot more time, and you need to breed your aspects beforehand.
I started before I had golems at all, and have been upgrading as my own tech advanced: GoL, Golems, Use cores, netherwart. Breeding the beans took a RL week or two of heavy play, with the early stages needing close monitoring and the later ones finicky arrangement.
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.
ok I guess I've discovered why all your auto beans farm go crazy... I made a manual managed farm mainly for sano and permutatio I was also low on primal beans... mainly ordo and I planted them near permutatio and sano to be in the range of the growth lamp thinking them couldn't breed again... I was wrong, I ended up discovering the breed can even go reverse some of the sano and permutatio got back to be ordo (or messed up anyways since a ordo became permutatio) because I planted them in a fixed pattern manually there can't be golem derping involved
—sceams at you when you look at it, causes deafness for 3:00 minutes
—drops void cloth and oblisk temple key fragments
—found in the eldrich dimension
Void Cloth
-used to make ear plugs
-used to make a flying carpet
Ear Plugs
-prevents you from geting defness
-mufles sound
Flying Carpet
-transportation
Enchanted Ear Plugs
-prevents you from geting defness
-hear things perfectly but cant hear defning sounds
-can be imbued into a helmet
oblisk temple key fragments
-used to make oblisk temple key
oblisk temple key
-used to enter oblisk temple
oblisk temple
-found in eldrich dimension
-has guardians
-has temple god
-has eldrich wizards
-has strange loot from thaumcraft 2
Eldrich wizards
-are neutral until attacked, swarm you when attacked
-Fire magic at you
-drops good loot but lots of health
-drops:Wands, wand caps, Void/Eldrich book, void clothing
temple god
-boss
-super hard to fight, has to be awakend
there more details...
Rollback Post to RevisionRollBack
If your a mod maker PLZ consider these mod ideas here! LINK
when one node drains the other and adds vis to itself. does it reduce the maximum amount of vis on a smaller node, or does it just drain until the smaller node reaches 0 and its losing aspects because of that, similar to how iron capped wooden wands just dont stop draining vis?
because if thats the case, wouldnt it be possible to add to a node infinitely from a smaller one, by letting it drain close to 0, then activate a stabilizer on the smaller one, let it recharge to full and then deactivate it again, so the bigger one can resume draining and adding aspects to itself?
—sceams at you when you look at it, causes deafness for 3:00 minutes
—drops void cloth and oblisk temple key fragments
—found in the eldrich dimension
Void Cloth
-used to make ear plugs
-used to make a flying carpet
Ear Plugs
-prevents you from geting defness
-mufles sound
Flying Carpet
-transportation
Enchanted Ear Plugs
-prevents you from geting defness
-hear things perfectly but cant hear defning sounds
-can be imbued into a helmet
oblisk temple key fragments
-used to make oblisk temple key
oblisk temple key
-used to enter oblisk temple
oblisk temple
-found in eldrich dimension
-has guardians
-has temple god
-has eldrich wizards
-has strange loot from thaumcraft 2
Eldrich wizards
-are neutral until attacked, swarm you when attacked
-Fire magic at you
-drops good loot but lots of health
-drops:Wands, wand caps, Void/Eldrich book, void clothing
temple god
-boss
-super hard to fight, has to be awakend
Might want to watch your spelling a small bit. And discussion has been had that Azanor was wanting to add back the flying carpet back to the mod awhile ago
This is a mod to a recreational game, nothing is "necessary."
I for one find a few of the suggestions fairly cool, especially the eldritch ones, with a portal to a new dimension being indev, the only thing I don't think fits is the banshee/wraith idea, as they wouldn't seem to fit into thaumcraft lore all that well, and by extension earplugs, and, in all honesty, shouldn't earplugs give you deafness? them blocking all sound to prevent getting an debuff that blocks all sound seems counterproductive.
Rollback Post to RevisionRollBack
"Who am I, you may wonder?
I am someone you know very well.
For I am every man you meet
and I am every woman you meet."
Suggestion: Essentia pipes that can be used to transmit more than one type of essentia at once using Void-metal. Same as that giant essentia storage thing.
Suggestion: Essentia pipes that can be used to transmit more than one type of essentia at once using Void-metal. Same as that giant essentia storage thing.
If I recall correctly, the reason the pipes were nerfed was to stop server lag multiple types of essentia going through the same tubes at one was causing. However, limiting the number of essentia types that can go through such a tube at once may mitigate the sever lag to where it's tolerable
I have Every other research but for some reason it says this one is "unavailable." I'd be more specific but I really don't want to spoil it for anybody else.
Note: I can't seem to hide the image so I'll just say it now
====Spoiler alert. If you haven't finished all techs then keep scrolling=======
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.
Question, eldritch totems/obelisks with cultist banners doesn't respawn cultist of any type, right?
Bug report: any time I close and open again a server the monster spawner block get unresearched, but RP are saved, so you can farm them this way. I don't know if there are other things like this, but I think that not.
Question, eldritch totems/obelisks with cultist banners doesn't respawn cultist of any type, right?
If there is at least one cleric alive, Crimson Knights will infinitely spawn near the obelisk. If all the clerics are killed, Crimson cult members will no longer spawn at the obelisk.
If there is at least one cleric alive, Crimson Knights will infinitely spawn near the obelisk. If all the clerics are killed, Crimson cult members will no longer spawn at the obelisk.
Suggestion: Essentia pipes that can be used to transmit more than one type of essentia at once using Void-metal. Same as that giant essentia storage thing.
You already can do that somewhat with the untyped suction of buffers with bellows. You can't specify multiple typed ones, but hey.
I agree that balance becomes increasingly difficult as the game progresses, not withstanding numerous mods which add increasingly powerful things
I don't think this is avoidable with out also removing a lot of the fun in playing
So to overcome the inevitable late game "I have everything and can do whatever I want without fear of anything" I think there needs to be a order of magnitude increase in risk.
One way would be to make another dimension to travel to that is so hostile that even a fully equipped thaumaturge must tread carefully.
I'm imagining a pitch black dimension where even the very air is poison. the second you step through you start dying, your first action must be to place some sort of protection device
that creates a small bubble of life, by providing more and more power to the device you can extend the bubble/shield.
maybe add an additional form of runic shield that provides a limited time outside the bubble so you can gather resources necessary to expand your influence
in short it needs to be very resource intensive and difficult to survive - essentially your reduced to the lowest rung on the food chain.
For a break step back through the portal and hey presto King of the overworld again. take a breather, gather your wits and prepare for another journey into the abyss
Might want to watch your spelling a small bit. And discussion has been had that Azanor was wanting to add back the flying carpet back to the mod awhile ago
This is a mod to a recreational game, nothing is "necessary."
I for one find a few of the suggestions fairly cool, especially the eldritch ones, with a portal to a new dimension being indev, the only thing I don't think fits is the banshee/wraith idea, as they wouldn't seem to fit into thaumcraft lore all that well, and by extension earplugs, and, in all honesty, shouldn't earplugs give you deafness? them blocking all sound to prevent getting an debuff that blocks all sound seems counterproductive.
Thats why i sugested enchanted ear plugs you can hear perfectly with them and it makes wrathes sound silent.
Rollback Post to RevisionRollBack
If your a mod maker PLZ consider these mod ideas here! LINK
yep, I am updated. The game also crashes the moment any tool from this mod is used. I suspect it has something to do with it loosing durability since its fine until you use the tool once, then you just crash. you have enough time to hit Q and drop it after you log back on but if someone else picks it up they keep disconnecteing then as well. not a crash, just a disconnect
This is also happening to me. And it doesn't generate an actual crash report log, because the crash only causes the client to get booted from the server. A fix for this would really be appreciated.
I'm not sure about Bernkastell, but I'm running Thaumcraft 4.2.1.4 with Forge 1232. I've disabled all other mods that might interact with thaumcraft to no avail. Server is running on OpenJDK 8.11, client is on Windows 8.1 w/ Java 8 update 25 x64.
ok I guess I've discovered why all your auto beans farm go crazy... I made a manual managed farm mainly for sano and permutatio I was also low on primal beans... mainly ordo and I planted them near permutatio and sano to be in the range of the growth lamp thinking them couldn't breed again... I was wrong, I ended up discovering the breed can even go reverse some of the sano and permutatio got back to be ordo (or messed up anyways since a ordo became permutatio) because I planted them in a fixed pattern manually there can't be golem derping involved
AFAICT, what happens is that if a bean has a different type of bean next to it, it can become a different type. If the neighbor bean is a type that can form a compound with the first bean's original type, it can become that compound. Otherwise, it can simply take on the type of the other bean. (I'm not sure if a pair of beans can swap types.) The workaround is to leave "aisles" empty between sections of different types. Unfortunately, that can soak up a lot of spaces, which is why I've been moving to half-fields as I prepared to add more fields.
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.
I have a single pair of golems managing a 9x9 farm of instrumentum beans for Thaumic Tinkerer's Thaumic Restorer. I'm going to have to stop them for a while because I'm up to almost 9 stacks which should last a while.
On the level below that I manually plant/harvest. You can plant 5 double-rows 15 long, or 30 beans of 5 different types, then harvest them a couple (RL) hours later. A chunkloader helps immensely here. I plant before work, then harvest/re-plant at lunch, and again when I get home from work. Sometimes again before bed.
Alternately, this gives 10 double half-rows @ 7 long (14 beans per type).
Note nowhere did I mention a LoG. I have one but rarely use it.
Umm...what...
I can't tell if this is a problem with balance or a problem with Ethics...
Your argument basically offers a double-bind: If it's easy, then unbalanced, but if it's hard, then it "lures players into exploitative play" (say what?). Compare to the prior system, where one 9x9 plot, quickly set up, first provided "everything", and then (after the nerf) "next to nothing". Now, it still requires golems and Herba farming, but actually setting up the farms is a lot trickier, takes a lot more time, and you need to breed your aspects beforehand.
I started before I had golems at all, and have been upgrading as my own tech advanced: GoL, Golems, Use cores, netherwart. Breeding the beans took a RL week or two of heavy play, with the early stages needing close monitoring and the later ones finicky arrangement.
—sceams at you when you look at it, causes deafness for 3:00 minutes
—drops void cloth and oblisk temple key fragments
—found in the eldrich dimension
Void Cloth
-used to make ear plugs
-used to make a flying carpet
Ear Plugs
-prevents you from geting defness
-mufles sound
Flying Carpet
-transportation
Enchanted Ear Plugs
-prevents you from geting defness
-hear things perfectly but cant hear defning sounds
-can be imbued into a helmet
oblisk temple key fragments
-used to make oblisk temple key
oblisk temple key
-used to enter oblisk temple
oblisk temple
-found in eldrich dimension
-has guardians
-has temple god
-has eldrich wizards
-has strange loot from thaumcraft 2
Eldrich wizards
-are neutral until attacked, swarm you when attacked
-Fire magic at you
-drops good loot but lots of health
-drops:Wands, wand caps, Void/Eldrich book, void clothing
temple god
-boss
-super hard to fight, has to be awakend
there more details...
If your a mod maker PLZ consider these mod ideas here! LINK
when one node drains the other and adds vis to itself. does it reduce the maximum amount of vis on a smaller node, or does it just drain until the smaller node reaches 0 and its losing aspects because of that, similar to how iron capped wooden wands just dont stop draining vis?
because if thats the case, wouldnt it be possible to add to a node infinitely from a smaller one, by letting it drain close to 0, then activate a stabilizer on the smaller one, let it recharge to full and then deactivate it again, so the bigger one can resume draining and adding aspects to itself?
unnecessary stuff!
Might want to watch your spelling a small bit. And discussion has been had that Azanor was wanting to add back the flying carpet back to the mod awhile ago
This is a mod to a recreational game, nothing is "necessary."
I for one find a few of the suggestions fairly cool, especially the eldritch ones, with a portal to a new dimension being indev, the only thing I don't think fits is the banshee/wraith idea, as they wouldn't seem to fit into thaumcraft lore all that well, and by extension earplugs, and, in all honesty, shouldn't earplugs give you deafness? them blocking all sound to prevent getting an debuff that blocks all sound seems counterproductive.
"Who am I, you may wonder?
I am someone you know very well.
For I am every man you meet
and I am every woman you meet."
If I recall correctly, the reason the pipes were nerfed was to stop server lag multiple types of essentia going through the same tubes at one was causing. However, limiting the number of essentia types that can go through such a tube at once may mitigate the sever lag to where it's tolerable
I have Every other research but for some reason it says this one is "unavailable." I'd be more specific but I really don't want to spoil it for anybody else.
Note: I can't seem to hide the image so I'll just say it now
====Spoiler alert. If you haven't finished all techs then keep scrolling=======
-Friedrich Nietzsche
Question, eldritch totems/obelisks with cultist banners doesn't respawn cultist of any type, right?
Bug report: any time I close and open again a server the monster spawner block get unresearched, but RP are saved, so you can farm them this way. I don't know if there are other things like this, but I think that not.
If there is at least one cleric alive, Crimson Knights will infinitely spawn near the obelisk. If all the clerics are killed, Crimson cult members will no longer spawn at the obelisk.
Aha, thanks.
You already can do that somewhat with the untyped suction of buffers with bellows. You can't specify multiple typed ones, but hey.
I don't think this is avoidable with out also removing a lot of the fun in playing
So to overcome the inevitable late game "I have everything and can do whatever I want without fear of anything" I think there needs to be a order of magnitude increase in risk.
One way would be to make another dimension to travel to that is so hostile that even a fully equipped thaumaturge must tread carefully.
I'm imagining a pitch black dimension where even the very air is poison. the second you step through you start dying, your first action must be to place some sort of protection device
that creates a small bubble of life, by providing more and more power to the device you can extend the bubble/shield.
maybe add an additional form of runic shield that provides a limited time outside the bubble so you can gather resources necessary to expand your influence
in short it needs to be very resource intensive and difficult to survive - essentially your reduced to the lowest rung on the food chain.
For a break step back through the portal and hey presto King of the overworld again. take a breather, gather your wits and prepare for another journey into the abyss
Thats why i sugested enchanted ear plugs you can hear perfectly with them and it makes wrathes sound silent.
If your a mod maker PLZ consider these mod ideas here! LINK
This is also happening to me. And it doesn't generate an actual crash report log, because the crash only causes the client to get booted from the server. A fix for this would really be appreciated.
I'm not sure about Bernkastell, but I'm running Thaumcraft 4.2.1.4 with Forge 1232. I've disabled all other mods that might interact with thaumcraft to no avail. Server is running on OpenJDK 8.11, client is on Windows 8.1 w/ Java 8 update 25 x64.
Yea, but you gotta be careful if you want to pump 2 specific essentias. And yes ^^ Buffers are love
AFAICT, what happens is that if a bean has a different type of bean next to it, it can become a different type. If the neighbor bean is a type that can form a compound with the first bean's original type, it can become that compound. Otherwise, it can simply take on the type of the other bean. (I'm not sure if a pair of beans can swap types.) The workaround is to leave "aisles" empty between sections of different types. Unfortunately, that can soak up a lot of spaces, which is why I've been moving to half-fields as I prepared to add more fields.