sooo just found mystcraft page eldritch biome... how bad you think my game is going to crash if i write an age with that biome?
worth.
(might want to make a backup)
Quote from Maximo_Artorio»
the primal foci is known to have the chance to make taint... and congrats for finding a bug... afaik scepters shouldn't be able to be crafted from staves rods... which it's a silly thing to do since staves can't be used for crafting and scepters can't house foci it's a lose - lose
according to azanor its not a bug, its a feature. i found it in creative a while back. its basically a vis battery and can be used to power repair and runic shielding.
its not a bug, its a feature. i found it in creative a while back. its basically a vis battery and can be used to power repair and runic shielding.
mhh ok even though I never needed that much vis, not even fighting final bosses... unless you'r mass-jarring nodes...
anyhow... welcome to the magically empty eldritch biome XD
only notable thing is a large amount of compound nodes... even better than magical forest I found a pure void one...
I always find it amusing when a bug becomes a "feature".
hehe, i guess its just a result how the crafting mechanic for staves, wands and scepters works. its the same mechanic, that allows addons to introduce new wand/staff cores and caps and lets them be compatible with the same items from thaumcraft and other addon mods.
its not a gamebreaking side effect, so its pretty much a feature.
I've never really used pipes to move essentia around, preferring golems, but I'm starting to get into designs where golems are a bit inefficient. Does anyone have a good guide to understanding how to know direction, amount of suction, etc of the various tubes? I can't even seem to get basic jar->jar to work (although perhaps thats not possible? If so, that's going to be unfortunate)
I've never really used pipes to move essentia around, preferring golems, but I'm starting to get into designs where golems are a bit inefficient. Does anyone have a good guide to understanding how to know direction, amount of suction, etc of the various tubes? I can't even seem to get basic jar->jar to work (although perhaps thats not possible? If so, that's going to be unfortunate)
Making essentia go from one jar to another is fairly simple. Use a directional essentia tube. It'll break the suction tie.
Lots of people make the mistake of trying to connect them only with regular tubes. The problem there is that unless the jars are different (ie: label or void) their suction will be the same, and it'll be like having a tug-a-war with two forces of equal magnitude. If you put in a directional essentia tube in there somewhere, only one force will be allowed to go through, and the tug-a-war will be broken. So just have a directional tube in there somewhere and you're golden. Make sure it's pointed the right way though lol.
Also, make sure that they are close enough that the suction will actually make it to the target jar. Use the essentia resonator to see if there is or isn't suction. If it's greater than 0, you're good.
I've never really used pipes to move essentia around, preferring golems, but I'm starting to get into designs where golems are a bit inefficient. Does anyone have a good guide to understanding how to know direction, amount of suction, etc of the various tubes? I can't even seem to get basic jar->jar to work (although perhaps thats not possible? If so, that's going to be unfortunate)
You can't use tubes to transfer essentia from one jar to another. You can use phials.
EDIT: According to the above poster you actually can. Disregard the first sentence of my post.
Making essentia go from one jar to another is fairly simple. Use a directional essentia tube. It'll break the suction tie.
Lots of people make the mistake of trying to connect them only with regular tubes. The problem there is that unless the jars are different (ie: label or void) their suction will be the same, and it'll be like having a tug-a-war with two forces of equal magnitude. If you put in a directional essentia tube in there somewhere, only one force will be allowed to go through, and the tug-a-war will be broken. So just have a directional tube in there somewhere and you're golden. Make sure it's pointed the right way though lol.
Also, make sure that they are close enough that the suction will actually make it to the target jar. Use the essentia resonator to see if there is or isn't suction. If it's greater than 0, you're good.
You'd think that, but testing in creative, doing 2 jars (one full, one empty) with a normal tube and a directional tube I still get no movement (with the directional in either direction).
I just used the resonator, but I don't really understand it. Every section has suction. Some untyped, some of the type in the full jar.
Making essentia go from one jar to another is fairly simple. Use a directional essentia tube. It'll break the suction tie.
Lots of people make the mistake of trying to connect them only with regular tubes. The problem there is that unless the jars are different (ie: label or void) their suction will be the same, and it'll be like having a tug-a-war with two forces of equal magnitude. If you put in a directional essentia tube in there somewhere, only one force will be allowed to go through, and the tug-a-war will be broken. So just have a directional tube in there somewhere and you're golden. Make sure it's pointed the right way though lol.
Also, make sure that they are close enough that the suction will actually make it to the target jar. Use the essentia resonator to see if there is or isn't suction. If it's greater than 0, you're good. I just tried that and it didn't work.
I've always just used unlabelded jar -> labeled jar because labeled jars have a higher suction. Buffers and bellows also work as well but you'd need 2 bellows if dealing with standard jars.
mhh ok even though I never needed that much vis, not even fighting final bosses... unless you'r mass-jarring nodes...
anyhow... welcome to the magically empty eldritch biome XD
only notable thing is a large amount of compound nodes... even better than magical forest I found a pure void one...
How did you get access to eldritch biome? It is still not implemented?
Via Mystcraft. And it's obviously not fully implemented, but it's apparently registered in a way Mystcraft can pick up on it.
not to mention, its just the biome page for the eldritch dimension. so what youre seing doesnt actually tell us anything, since its probably not even using the proper terrain generation.^^
for example, using a hell or nether biome page from mystcraft will cause the world youre creating to have netherrack, soul sand etc. but its still not necessarily gonna be the same as the nether, as you didnt specify to create a caveworld and lava oceans.
its basically only one piece of the puzzle that will make up the eldritch dimension, and its not even the finished thing, as it has dirt as a placeholder for whatever is actually gonna be there.
the eldritch biome might actually not even be designed to spawn with terrain, but just a void age with structures in it. maybe thats why it looks so weird.
On a cauldron or a crucible? Also, are you on a server using Cauldron? That was a constant on all reports of bucket duplication, as it apparently does not happen while using only tc and forge (if you meant Crucible:D)
Yea sry my bad.
Yes, server was using cauldron and water bucket was used on crucible ^^' Using 1 bucket to get second one is duplication which is bug.
Anyone have any info on the durability disconnect? I don't think there is a crash log since the game doesnt crash, you just disconnect from the server.
Holding a brand new tool from this mod and everything is find. the second you use it in such a way that it looses durability you crash. you have about 1 second when you get back on to hit Q to throw the weapon/tool so you stop disconnecting. If anyone else picks up the tool/weapon they start to disconnect.
Edit: 1.7.10 with newest version of thaumcraft
Can *ANYONE* please reply about this issue? I can't imagine that Bernkastell and I are the only ones that this is happening to.
not to mention, its just the biome page for the eldritch dimension. so what youre seing doesnt actually tell us anything, since its probably not even using the proper terrain generation.^^
for example, using a hell or nether biome page from mystcraft will cause the world youre creating to have netherrack, soul sand etc. but its still not necessarily gonna be the same as the nether, as you didnt specify to create a caveworld and lava oceans.
its basically only one piece of the puzzle that will make up the eldritch dimension, and its not even the finished thing, as it has dirt as a placeholder for whatever is actually gonna be there.
the eldritch biome might actually not even be designed to spawn with terrain, but just a void age with structures in it. maybe thats why it looks so weird.
yeah i tried with standard stone as solid and water as liquid but the terrain gen is overworld likely... it could have been also skyland or something it was just for the lol
also the terrain itself could be designed to use some not yet implemented blocks... still spawns really nice nodes indeed
Tonight is not my night to get anything to work properly. Tubes, golems, you name it. This leads me to my post. A request!
I've always wanted golems to guard the gates of my castle (or hole in the ground, as the case may be), but they tend to leave their posts. We should either have a different core for existing golems, or something golem-like (like the chests are) to have a guard that actually stays where they're supposed to and uses ranged attacks (like the dart accessory -- if a new core then the guard core and dart accessory could be part of the infusion) to engage hostiles.
I'd thought the paving stones of warding would do this, but those seem to either block visibility as well, or create these weird air "blocks" golems can use to get out. I'd also tried fencing them in but the fences are taller than the golems, so visibility is still blocked.
Tonight is not my night to get anything to work properly. Tubes, golems, you name it. This leads me to my post. A request!
I've always wanted golems to guard the gates of my castle (or hole in the ground, as the case may be), but they tend to leave their posts. We should either have a different core for existing golems, or something golem-like (like the chests are) to have a guard that actually stays where they're supposed to and uses ranged attacks (like the dart accessory -- if a new core then the guard core and dart accessory could be part of the infusion) to engage hostiles.
I'd thought the paving stones of warding would do this, but those seem to either block visibility as well, or create these weird air "blocks" golems can use to get out. I'd also tried fencing them in but the fences are taller than the golems, so visibility is still blocked.
Yeah -- I haven't tried guard golems in my current game, largely because they were so useless in the last version. The dart launcher is useless, because the golem AI doesn't try to use it, but just insists on trying to close to combat. (Caveat: I haven't seen them face off against a creeper. If they don't use darts against those, what's the point?) Even aside from that, their targeting range is seriously excessive, and they go running after any target, including wandering through portals or getting stuck on the wrong side of gates.
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.
worth.
(might want to make a backup)
according to azanor its not a bug, its a feature. i found it in creative a while back. its basically a vis battery and can be used to power repair and runic shielding.
mhh ok even though I never needed that much vis, not even fighting final bosses... unless you'r mass-jarring nodes...
anyhow... welcome to the magically empty eldritch biome XD
only notable thing is a large amount of compound nodes... even better than magical forest I found a pure void one...
hehe, i guess its just a result how the crafting mechanic for staves, wands and scepters works. its the same mechanic, that allows addons to introduce new wand/staff cores and caps and lets them be compatible with the same items from thaumcraft and other addon mods.
its not a gamebreaking side effect, so its pretty much a feature.
Making essentia go from one jar to another is fairly simple. Use a directional essentia tube. It'll break the suction tie.
Lots of people make the mistake of trying to connect them only with regular tubes. The problem there is that unless the jars are different (ie: label or void) their suction will be the same, and it'll be like having a tug-a-war with two forces of equal magnitude. If you put in a directional essentia tube in there somewhere, only one force will be allowed to go through, and the tug-a-war will be broken. So just have a directional tube in there somewhere and you're golden. Make sure it's pointed the right way though lol.
Also, make sure that they are close enough that the suction will actually make it to the target jar. Use the essentia resonator to see if there is or isn't suction. If it's greater than 0, you're good.
You can't use tubes to transfer essentia from one jar to another. You can use phials.
EDIT: According to the above poster you actually can. Disregard the first sentence of my post.
Nope, use directional tubes. Or, if that somehow fails, you can use buffers. The trick is to block off one of the suctions
You'd think that, but testing in creative, doing 2 jars (one full, one empty) with a normal tube and a directional tube I still get no movement (with the directional in either direction).
I just used the resonator, but I don't really understand it. Every section has suction. Some untyped, some of the type in the full jar.
I've always just used unlabelded jar -> labeled jar because labeled jars have a higher suction. Buffers and bellows also work as well but you'd need 2 bellows if dealing with standard jars.
How did you get access to eldritch biome? It is still not implemented?
Via Mystcraft. And it's obviously not fully implemented, but it's apparently registered in a way Mystcraft can pick up on it.
Profile pic by Cheshirette c:
O.o that is smart way to go about that! That world could be very unstable and possibly corrupt world though!
not to mention, its just the biome page for the eldritch dimension. so what youre seing doesnt actually tell us anything, since its probably not even using the proper terrain generation.^^
for example, using a hell or nether biome page from mystcraft will cause the world youre creating to have netherrack, soul sand etc. but its still not necessarily gonna be the same as the nether, as you didnt specify to create a caveworld and lava oceans.
its basically only one piece of the puzzle that will make up the eldritch dimension, and its not even the finished thing, as it has dirt as a placeholder for whatever is actually gonna be there.
the eldritch biome might actually not even be designed to spawn with terrain, but just a void age with structures in it. maybe thats why it looks so weird.
Yea sry my bad.
Yes, server was using cauldron and water bucket was used on crucible ^^'
Using 1 bucket to get second one is duplication which is bug.
Can *ANYONE* please reply about this issue? I can't imagine that Bernkastell and I are the only ones that this is happening to.
yeah i tried with standard stone as solid and water as liquid but the terrain gen is overworld likely... it could have been also skyland or something it was just for the lol
also the terrain itself could be designed to use some not yet implemented blocks... still spawns really nice nodes indeed
I've always wanted golems to guard the gates of my castle (or hole in the ground, as the case may be), but they tend to leave their posts. We should either have a different core for existing golems, or something golem-like (like the chests are) to have a guard that actually stays where they're supposed to and uses ranged attacks (like the dart accessory -- if a new core then the guard core and dart accessory could be part of the infusion) to engage hostiles.
I'd thought the paving stones of warding would do this, but those seem to either block visibility as well, or create these weird air "blocks" golems can use to get out. I'd also tried fencing them in but the fences are taller than the golems, so visibility is still blocked.
Yeah -- I haven't tried guard golems in my current game, largely because they were so useless in the last version. The dart launcher is useless, because the golem AI doesn't try to use it, but just insists on trying to close to combat. (Caveat: I haven't seen them face off against a creeper. If they don't use darts against those, what's the point?) Even aside from that, their targeting range is seriously excessive, and they go running after any target, including wandering through portals or getting stuck on the wrong side of gates.