Has anyone done any experiments with the effects of instability in an infusion altar? The two I've seen are bolts of lightning knocking infusion items off their pillars (Seems to be the lowest instability effect) and a brief bout of flux sickness (Seems to be a bit higher, only occurred while making the very high instability magical hand mirror). I'm fairly sure my infusion altar is extremely stable though, so I was wondering what would happen if it wasn't.
It can also cause small explosions (and will destroy and items that might have fallen off. causes no block damage that i've seen.) and can even zap you. It can also create flux goo knocking items off as well. Let's just say that the creation of my thaumostatic harness didn't go too well...
EDIT/2nd post:
Triple meat treats are uncraftable. I see them in the creative menu and NEI but no crafting recipe. I'm guessing this was an oversight?
Triple meat treats are uncraftable. I see them in the creative menu and NEI but no crafting recipe. I'm guessing this was an oversight?
Maybe they're secret research entries and are created with crucibles? I know NEI doesn't show crucible recipes.
Even in TC3 I wondered about the Triple Meat Treats, though. I never did actually find any research about them.
Maybe they're secret research entries and are created with crucibles? I know NEI doesn't show crucible recipes.
Even in TC3 I wondered about the Triple Meat Treats, though. I never did actually find any research about them.
In TC3 they are a normal crafting table recipe with 1 nugget of chicken, beef and pork with one sugar. They also gave a very small regen buff.
Rollback Post to RevisionRollBack
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.
dont go too close to hungry nodes then. they are very well visible, by the flying blocks and the destruction they cause around them.
If you think the broken terrain around such a node is unique to them, I have to wonder what game you've been playing. I didn't even see the node the first time I got flung around by one - thought it was an Ars Magica air elemental or something. Even the second, by the time I was anywhere near close enough to the node to actually see the damaged ground under it, it had grabbed me.
As for items flying around, I saw none such. When actually grabbed, I could hear blocks being broken, but they didn't seem to be generating loose items - certainly not enough to be visible in terrain with any kind of brush. Of course, the fact that even my vision was trapped and kept getting pulled back to the same angle didn't help matters on that count.
lava pools are surface gen too, and you dont jump into one of those.
Lava pools are obvious and utterly unmistakeable (unless the lighting bugs out around them, at which point they can suddenly become much more threatening for not being as obvious). To anyone with full-color vision, they look like pools of fiery nastiness. Even without that, they have smoky sizzly particles around them. You couldn't really have a more obvious "don't go here" sign this side of actually writing it out, if that. Irregular terrain could just be irregular terrain, or it could be a sign that there's a tunnel. Far from the obvious danger, here you have something that could actually draw people in.
as for being flung into the air, the harness should help. but i was under the impression, that these nodes actually eat you. been drawn in by one of them, when i got too close and took damage until i died, instead of being thrown into the air.
The question of damage was odd. If I happened to be morphed at the time, say to a bat, I took damage until I got flung. My SO was not taking damage without being morphed, though - nor getting flung. I thought, thus, that the problem might lie with morph, unmorphed, and got killed for it.
Now, Morph makes flight accessible - too much so, it can be argued not unreasonably. But the thaumostatic harness is not only late-game research, it's not something I'd be just wearing around the wilderness; I would have it on when I expected to need it (for construction in high places, for prospecting a canyon wall, for boss fights that warrant it).
Your statements reflect ideal conditions: you are alert to the danger, you are prepared for exactly the consequences it can inflict upon you, and most of all, you know in advance what it is. Try muddying the waters somewhat: you're on a fairly new world/character (no harness, no goggles), it's getting dark, and you're trying to avoid getting murdered by machine-gun skeletons. And you don't know these nodes exist.
Making the nodes exert force on the player would be one thing. It'd make them a hazard if there are hostiles nearby or if they pulled you towards dangerous terrain. Even having them harm you while you're nearby would not in itself be intolerable - but only if you have a way to get free. As it stands, they are an inexorable death-trap which it is far too easy to stumble into unawares. Some people think that's great (see also: the Tomb of Horrors), but it's not something I want in my games and is a major tonal shift from how TC was before.
I dislike the nodes as they stand (or at least, as they worked when I encountered one) for much the same reasons I despise EBXL's version of quicksand: they're both trial-and-error gameplay that rewards new players exploring in an exploration-heavy game not only with the already-painful consequences of Minecraft death (which they get to sit and watch happen, to boot, utterly void of agency), but then slaps them in the face by destroying everything they own without even the usual chance of recovery.
All for the terrible error of not being prescient.
That might be fine for people who favor Hardcore mode, but Minecraft isn't only made for those people.
If you think the broken terrain around such a node is unique to them, I have to wonder what game you've been playing. I didn't even see the node the first time I got flung around by one - thought it was an Ars Magica air elemental or something. Even the second, by the time I was anywhere near close enough to the node to actually see the damaged ground under it, it had grabbed me.
As for items flying around, I saw none such. When actually grabbed, I could hear blocks being broken, but they didn't seem to be generating loose items - certainly not enough to be visible in terrain with any kind of brush. Of course, the fact that even my vision was trapped and kept getting pulled back to the same angle didn't help matters on that count.
Lava pools are obvious and utterly unmistakeable (unless the lighting bugs out around them, at which point they can suddenly become much more threatening for not being as obvious). To anyone with full-color vision, they look like pools of fiery nastiness. Even without that, they have smoky sizzly particles around them. You couldn't really have a more obvious "don't go here" sign this side of actually writing it out, if that. Irregular terrain could just be irregular terrain, or it could be a sign that there's a tunnel. Far from the obvious danger, here you have something that could actually draw people in.
The question of damage was odd. If I happened to be morphed at the time, say to a bat, I took damage until I got flung. My SO was not taking damage without being morphed, though - nor getting flung. I thought, thus, that the problem might lie with morph, unmorphed, and got killed for it.
Now, Morph makes flight accessible - too much so, it can be argued not unreasonably. But the thaumostatic harness is not only late-game research, it's not something I'd be just wearing around the wilderness; I would have it on when I expected to need it (for construction in high places, for prospecting a canyon wall, for boss fights that warrant it).
Your statements reflect ideal conditions: you are alert to the danger, you are prepared for exactly the consequences it can inflict upon you, and most of all, you know in advance what it is. Try muddying the waters somewhat: you're on a fairly new world/character (no harness, no goggles), it's getting dark, and you're trying to avoid getting murdered by machine-gun skeletons. And you don't know these nodes exist.
Making the nodes exert force on the player would be one thing. It'd make them a hazard if there are hostiles nearby or if they pulled you towards dangerous terrain. Even having them harm you while you're nearby would not in itself be intolerable - but only if you have a way to get free. As it stands, they are an inexorable death-trap which it is far too easy to stumble into unawares. Some people think that's great (see also: the Tomb of Horrors), but it's not something I want in my games and is a major tonal shift from how TC was before.
I dislike the nodes as they stand (or at least, as they worked when I encountered one) for much the same reasons I despise EBXL's version of quicksand: they're both trial-and-error gameplay that rewards new players exploring in an exploration-heavy game not only with the already-painful consequences of Minecraft death (which they get to sit and watch happen, to boot, utterly void of agency), but then slaps them in the face by destroying everything they own without even the usual chance of recovery.
All for the terrible error of not being prescient.
That might be fine for people who favor Hardcore mode, but Minecraft isn't only made for those people.
Well now that you know about it,and don't like it, you could turn it off in the config:
# Negative nodes like hungry, tainted or dark nodes will have additional, much nastier, effects.
B:hard_mode_nodes=false
I tried to install but I got an error and it said there was some ID conflicts and put this in my minecraft directory #Blocks
2410: null from TF2Dispenser - blockChestHungry from Thaumcraft
2411: null from TF2Dispenser - blockCandle from Thaumcraft
Suggested Ranges: 2424-3189 (766 IDs), 1532-1899 (368 IDs), 823-1099 (277 IDs)
I uninstalled the TF2 Dispenser mod but I still get that.
there is a little bit of weirdness going on with the wand of excavation.
ive got frugal 3, treasure 3 on my focus. and for one, it seems extremely slow in mining coal. slower than stone or obsidian. i know it was nerfed, but it shouldnt be that slow on coal only.
second, using it on gravel makes it drop flint 100% of the time.
I'll look into the coal thing - it should mine it the same speed as any other ore, unless a mod you have changes its material somewhow.
Flint being dropped 100% of the time is actually a result of treasure enchant. The furtune enchant on a shovel does the same thing.
crash report, and i KNOW azanor will know whats wrong so im not posting a log. crashes when looking at the grey morph parts that fly towards you when you kill something new in morph
Really? The voices in my head whisper many things to me, but they never tell me the reasons for a crash.
Set the config option for "flux creates taint" to true, set up a crucible, shovel stuff in until it starts spilling that purple goo, and then don't clean it up.
Actually that won't work since I still haven't switched that on. However now that there is a way to combat taint, it will probably will be switched on in the next couple of patches.
either im extremely unlucky, or there is also some derpyness with aura nodes in jars going on. they are supposed to have like a 25% chance to lose quality, by trapping them.
so far, ive collected a few nodes and all of them went from normal to normal, pale : /
edit.: yup, thats node no 4. a bright node, turned normal
edit2.: out of 6 nodes, i managed to get one, that kept its quality.
Actually that is swapped - its is a 25% chance to NOT lose quality. If you are going off what I said in one of DW20's videos then I changed that a few patches later once I saw the node farms people were making
The research also states that there is a high chance of losing quality.
So, I don't know if this has been reported yet, but if you try to bottle a node that is in a siverwood tree block(the ones that grow on them), it crashes your game and deletes the world file(or it did to me, really wierd).
This is the crash report:
What version of my mod is this with? It was supposed to have been fixed a few patches ago.
The Golem Upgrade of Entropy says it makes them less picky on items. The example is if its told to get copper bar it will accept all types of copper. Very handy when running several mods all that add there own copper ore.
but... could this be expanded to allow all of a "type" of item? example; I just tried to see if my golem would gather all types of magic shards with the Entropy upgrade. sadly it only gathered one 1 type I had selected.
Other uses would be to have a transport golem take only ores from a chest to the smelter or only raw meats. Or a golem that accepts all wisp essences to put in the same chest.
Man I love golems, this whole modular thing is great.
The entropy upgrade is actually broken atm with most golems apart from the gather one (and even it acts a bit derpy).
In the code there is no real way of telling what items are related to each other. I can hardcode a check for the different shards and such, but beyond that there is no safe and foolproof way of telling for items from other mods. For example all my "resource" items like nitor, alumentum, knowledge fragments, etc. all share the same item ID, but they are definitely not related.
Managed to edit the [PlayerName].dat with NBTExplorer (ForgeData\PlayerPersisted\TCResearch). But as soon as I open this world all research gets wiped again... thats kind of frustrating...
There has to be another file which stores the same data or maybe a checksum. Please, help me out Azanor.
I have to ask - how exactly are you running the game? This will happen if you run the game from a dev environment since the game generates a random username if you are not actually logging in the legit way.
or whatever id it has change it to 0 (zero) this disables the thaumometer when u try to load u world it will ask you do you want to continue item.thaumometer...something... is missing press yes and wait your thaumometer will vanish but u will not crash anymore ALSO when you load your world REMEMBER EXACTLY what you was looking at and make sure u don't look at the same block,mob,entity with thaumometer again or it will crash you again. after u load u world and make sure u're not looking at the same block which u was looking at. quit minecraft and change your thaumometer id back to original what it was ..
There is a simpler way that sometimes works. As you start loading a world just spam a number key for a slot other than the one with the thaumometer. The game will usually switch items before you are fully loaded and thus before my scanning code is run.
A fix for this is incoming soon. I already did the fix, but there are some unrelated changes that needs to be done before I can release the next patch. Hopefully sometime this weekend (possibly sooner).
Actually that is swapped - its is a 25% chance to NOT lose quality. If you are going off what I said in one of DW20's videos then I changed that a few patches later once I saw the node farms people were making
I have "bottled" one node twice by mistake. Now it's fading. Sitting in the corner of my base like a mortal wounded puppy. I don't know if I should leave it there or just put it out of it's misery.
If you want to limit farms I think it's better to limit how close nodes can be. Dropping their potency if it's too crowded, and raising if there is little or no other nodes around.
I've expected some issuses from optifine and I've tolerated them. But this one is a bit of a problem. The ethreal bloom is invisible. I can see it's hitbox but there's nothing inside it. A block update dosen't fix this. Not sure if it's something you can fix or not but thought I'd let ya know anyway.
I wish I had a better computer, or the performance in vanilla minecraft was better. Optifine is annoying =/
Rollback Post to RevisionRollBack
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.
The rarity of shards is dependent on your biome. Try looking in swamps for entropy, deserts for fire etc. Try to think what biome would correspond with your missing shard.
Thanks, before in Thaumcraft 3 I could find tons when I was mining xD
My Golems keep doing 360s and never making it to their target allocated by the Golemancer's Bell. The floor is Greatwood planks, and there aren't any special blocks between destinations.
Rollback Post to RevisionRollBack
I haven't lost an arm brother, it's right over there..
My Golems keep doing 360s and never making it to their target allocated by the Golemancer's Bell. The floor is Greatwood planks, and there aren't any special blocks between destinations.
Golems pathfinding seems to be borked by not-full-sized blocks, such as fences, bellows, or even slabs. Does it dance near somthing of such, or just in the middle of the room?
Golems pathfinding seems to be borked by not-full-sized blocks, such as fences, bellows, or even slabs. Does it dance near somthing of such, or just in the middle of the room?
Yeah, its the greatwood blocks. I will fix it for the next patch.
It can also cause small explosions (and will destroy and items that might have fallen off. causes no block damage that i've seen.) and can even zap you. It can also create flux goo knocking items off as well. Let's just say that the creation of my thaumostatic harness didn't go too well...
EDIT/2nd post:
Triple meat treats are uncraftable. I see them in the creative menu and NEI but no crafting recipe. I'm guessing this was an oversight?
Maybe they're secret research entries and are created with crucibles? I know NEI doesn't show crucible recipes.
Even in TC3 I wondered about the Triple Meat Treats, though. I never did actually find any research about them.
In TC3 they are a normal crafting table recipe with 1 nugget of chicken, beef and pork with one sugar. They also gave a very small regen buff.
Ah. Well, that's weird that they don't work in TC4... Be cool to have them in survival.
If you think the broken terrain around such a node is unique to them, I have to wonder what game you've been playing. I didn't even see the node the first time I got flung around by one - thought it was an Ars Magica air elemental or something. Even the second, by the time I was anywhere near close enough to the node to actually see the damaged ground under it, it had grabbed me.
As for items flying around, I saw none such. When actually grabbed, I could hear blocks being broken, but they didn't seem to be generating loose items - certainly not enough to be visible in terrain with any kind of brush. Of course, the fact that even my vision was trapped and kept getting pulled back to the same angle didn't help matters on that count.
Lava pools are obvious and utterly unmistakeable (unless the lighting bugs out around them, at which point they can suddenly become much more threatening for not being as obvious). To anyone with full-color vision, they look like pools of fiery nastiness. Even without that, they have smoky sizzly particles around them. You couldn't really have a more obvious "don't go here" sign this side of actually writing it out, if that. Irregular terrain could just be irregular terrain, or it could be a sign that there's a tunnel. Far from the obvious danger, here you have something that could actually draw people in.
The question of damage was odd. If I happened to be morphed at the time, say to a bat, I took damage until I got flung. My SO was not taking damage without being morphed, though - nor getting flung. I thought, thus, that the problem might lie with morph, unmorphed, and got killed for it.
Now, Morph makes flight accessible - too much so, it can be argued not unreasonably. But the thaumostatic harness is not only late-game research, it's not something I'd be just wearing around the wilderness; I would have it on when I expected to need it (for construction in high places, for prospecting a canyon wall, for boss fights that warrant it).
Your statements reflect ideal conditions: you are alert to the danger, you are prepared for exactly the consequences it can inflict upon you, and most of all, you know in advance what it is. Try muddying the waters somewhat: you're on a fairly new world/character (no harness, no goggles), it's getting dark, and you're trying to avoid getting murdered by machine-gun skeletons. And you don't know these nodes exist.
Making the nodes exert force on the player would be one thing. It'd make them a hazard if there are hostiles nearby or if they pulled you towards dangerous terrain. Even having them harm you while you're nearby would not in itself be intolerable - but only if you have a way to get free. As it stands, they are an inexorable death-trap which it is far too easy to stumble into unawares. Some people think that's great (see also: the Tomb of Horrors), but it's not something I want in my games and is a major tonal shift from how TC was before.
I dislike the nodes as they stand (or at least, as they worked when I encountered one) for much the same reasons I despise EBXL's version of quicksand: they're both trial-and-error gameplay that rewards new players exploring in an exploration-heavy game not only with the already-painful consequences of Minecraft death (which they get to sit and watch happen, to boot, utterly void of agency), but then slaps them in the face by destroying everything they own without even the usual chance of recovery.
All for the terrible error of not being prescient.
That might be fine for people who favor Hardcore mode, but Minecraft isn't only made for those people.
Well now that you know about it,and don't like it, you could turn it off in the config:
# Negative nodes like hungry, tainted or dark nodes will have additional, much nastier, effects.
B:hard_mode_nodes=false
2410: null from TF2Dispenser - blockChestHungry from Thaumcraft
2411: null from TF2Dispenser - blockCandle from Thaumcraft
Suggested Ranges: 2424-3189 (766 IDs), 1532-1899 (368 IDs), 823-1099 (277 IDs)
I uninstalled the TF2 Dispenser mod but I still get that.
My seed is: 4005365600019271614
When I turn it into a Normal Map, it drops me into a Magical Forest from the get go. Has anyone managed to find one in Large Biomes?
I'll look into the coal thing - it should mine it the same speed as any other ore, unless a mod you have changes its material somewhow.
Flint being dropped 100% of the time is actually a result of treasure enchant. The furtune enchant on a shovel does the same thing.
Really? The voices in my head whisper many things to me, but they never tell me the reasons for a crash.
Actually that won't work since I still haven't switched that on. However now that there is a way to combat taint, it will probably will be switched on in the next couple of patches.
Actually that is swapped - its is a 25% chance to NOT lose quality. If you are going off what I said in one of DW20's videos then I changed that a few patches later once I saw the node farms people were making
The research also states that there is a high chance of losing quality.
What version of my mod is this with? It was supposed to have been fixed a few patches ago.
The entropy upgrade is actually broken atm with most golems apart from the gather one (and even it acts a bit derpy).
In the code there is no real way of telling what items are related to each other. I can hardcode a check for the different shards and such, but beyond that there is no safe and foolproof way of telling for items from other mods. For example all my "resource" items like nitor, alumentum, knowledge fragments, etc. all share the same item ID, but they are definitely not related.
I have to ask - how exactly are you running the game? This will happen if you run the game from a dev environment since the game generates a random username if you are not actually logging in the legit way.
There is a simpler way that sometimes works. As you start loading a world just spam a number key for a slot other than the one with the thaumometer. The game will usually switch items before you are fully loaded and thus before my scanning code is run.
A fix for this is incoming soon. I already did the fix, but there are some unrelated changes that needs to be done before I can release the next patch. Hopefully sometime this weekend (possibly sooner).
I have "bottled" one node twice by mistake. Now it's fading. Sitting in the corner of my base like a mortal wounded puppy. I don't know if I should leave it there or just put it out of it's misery.
If you want to limit farms I think it's better to limit how close nodes can be. Dropping their potency if it's too crowded, and raising if there is little or no other nodes around.
I wish I had a better computer, or the performance in vanilla minecraft was better. Optifine is annoying =/
Thanks, before in Thaumcraft 3 I could find tons when I was mining xD
Golems pathfinding seems to be borked by not-full-sized blocks, such as fences, bellows, or even slabs. Does it dance near somthing of such, or just in the middle of the room?
if a mod adds crops and you want golems to harvest them, ask the mod maker to
tap into the thaumcraft APIadd thaumcraft compatibility.That is up to the author of harvestcraft. They technically don't even need to use my API to add support for the crops.
Yeah, its the greatwood blocks. I will fix it for the next patch.