Does anyone know a good source of the poison aspect? I'm trying to create enough for the Bucket of Liquid Death, but the only things I've scanned with poison seem incredibly rare (spider eyes and the weird mushrooms, basically).
Does anyone know a good source of the poison aspect? I'm trying to create enough for the Bucket of Liquid Death, but the only things I've scanned with poison seem incredibly rare (spider eyes and the weird mushrooms, basically).
Quicksilver also has some poison aspects in it
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I do textures... Hit me if you want some... They are all free and vanilla quality like...
Does anyone know a good source of the poison aspect? I'm trying to create enough for the Bucket of Liquid Death, but the only things I've scanned with poison seem incredibly rare (spider eyes and the weird mushrooms, basically).
Poison potatoes if you're in the mood for some serious farming. Also potions of poison, which give more venenum than spider eyes but require only one eye each.
am i the only one who misses the entity nodes from tc3?
those were impressive and the merging mechanic was amazing.
it felt more 'magical' than the node blocks we have now...
...tainted entity node? >:D
While it's a good idea, entities still seem to have a higher glitch chance than blocks. I've stated before that I had to reset nodes in my world several times due to all of them suddenly disappearing for no reason. Not fun having that happen to you when you've spent many hours breeding the perfect node.
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Strange thing happened today. When I exited Minecraft and started it up again an hour or two later, all my research aspects were reset. Essentia in jars even showed up as question marks, but for some reason aspect contents in items and blocks still showed up when looking at them with the Thaumometer even though I had none of those research aspects. I had to cheat myself research aspects through NEI and combine them. Luckily didn't have to use the cheat sheet.
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It's better to ask a stupid question than not knowing the answer.
While it's a good idea, entities still seem to have a higher glitch chance than blocks. I've stated before that I had to reset nodes in my world several times due to all of them suddenly disappearing for no reason. Not fun having that happen to you when you've spent many hours breeding the perfect node.
That bug was fixed though. It was at the very end of TC3's life... but it was fixed.
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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.
So, champion names: There are the ones I've seen so far, with verified or likely effects.
Warded - Presumably Runic Shielding or equivalent
Firey - Fire attack?
Infested - drops spiders when damaged
Armored - obvious
Bold - speed
Grim - might be strength?
Spined - Thorns
Poisonous, Sickly, Tainted, Warped - presumably matching status attack. I've been pasting them from a distance.
Undying - my guess is regeneration.
It's a pretty nice collection of interesting powers, but I've seen a few which seem potentially misapplied -- for example, creepers, skeletons, and witches all don't have a normal melee attack, while undead might not be able to regenerate (and I've seen Undying zombies and skellies). Also, spiders already had a sort of "champion" in vanilla, and I think I've seen at least one spider champion which also had a status effect. (But then, I've also seen champion undead in armor.)
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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.
So, champion names: There are the ones I've seen so far, with verified or likely effects.
Warded - Presumably Runic Shielding or equivalent
Firey - Fire attack?
Infested - drops spiders when damaged
Armored - obvious
Bold - speed
Grim - might be strength?
Spined - Thorns
Poisonous, Sickly, Tainted, Warped - presumably matching status attack. I've been pasting them from a distance.
Undying - my guess is regeneration.
It's a pretty nice collection of interesting powers, but I've seen a few which seem potentially misapplied -- for example, creepers, skeletons, and witches all don't have a normal melee attack, while undead might not be able to regenerate (and I've seen Undying zombies and skellies). Also, spiders already had a sort of "champion" in vanilla, and I think I've seen at least one spider champion which also had a status effect. (But then, I've also seen champion undead in armor.)
I fought an Undying Eldritch Construct, and it regenerated all it's health once I brought it down to 0, not sure if that's the Undying part, or unique to that boss though.
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In the name of peace, moderation, and decency- WIPE THEM ALL OUT!
Ok, so I'm sure a lot of people on this thread know that Ars Magica 2 is shutting down. Mithion, the mods creator, has said he is moving away from modding and doesn't plan to update it anymore. Now I know Azanor has said in the past that he would leave things like Ars Magica to their respective modders, but with the fall of this mod I would love some sort of researchable spell system built into thaumcraft.
I can't imagine I'm the only one who's thought of this and really really would love something like it.
Does anyone know a good source of the poison aspect? I'm trying to create enough for the Bucket of Liquid Death, but the only things I've scanned with poison seem incredibly rare (spider eyes and the weird mushrooms, basically).
spider eyes are rare?
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I plan to make mods in the future, once I am familiar with java.
I like astronomy, and one of my ideas is a mod based around astronomy.
Ok, so I'm sure a lot of people on this thread know that Ars Magica 2 is shutting down. Mithion, the mods creator, has said he is moving away from modding and doesn't plan to update it anymore. Now I know Azanor has said in the past that he would leave things like Ars Magica to their respective modders, but with the fall of this mod I would love some sort of researchable spell system built into thaumcraft.
I can't imagine I'm the only one who's thought of this and really really would love something like it.
But he has stated the API is ready and add-ons can be made to add additional things into AM2. Would be great to see a Thaumcraft bridge and/or add-ons at some point.
Does anyone know a good source of the poison aspect? I'm trying to create enough for the Bucket of Liquid Death, but the only things I've scanned with poison seem incredibly rare (spider eyes and the weird mushrooms, basically).
From the sound of it, you may be trying to push for heavy weapons before you've got your resources in order. Once you get a Looting sword, spider eyes are no longer rare. And once you've done some mining (and beating ore blocks into clusters) with a PotC, you'll have enough quicksilver to distill some for Venenum.
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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.
What are the chances that the crimson cult will spawn at an altar? I have seen 4 altars but only one had enemies, and I killed them all well before the update that made them useful.
Also what are the chances for a hungry node to spawn? I had found a sinister node with fames (Weird that it wasn't a hungry node) but that's it!
So, I did get my Lucrum node energized, and I like the new particles for "device being fed by a relay". Starting to play with the focus upgrades.... While getting the node, I stumbled across a Nether Fortress, (at the end -- I have a nice tunnel most of the way there) so potions and Blaze rods should be straightforward.
I also got my first taint tendril, apparently from a Tainted Champion. Oh, and my logging team quadruplicated again... this could get annoying.
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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.
What you want to do is stack arcane alembics on top of the furnace (max of 5 high), then it works like a regular furnace only instead of cooking things, it breaks whatever is in the to-be-cooked slot into it's component essentia (which can be found by scanning the items with the thaumometer)
Quote from protnore�Can someone please explain to me simply how the alchemical furnace works??? i have absolutely no clue and can't figure it out
Quote from WolfAmariljumpWhat you want to do is stack arcane alembics on top of the furnace (max of 5 high), then it works like a regular furnace only instead of cooking things, it breaks whatever is in the to-be-cooked slot into it's component essentia (which can be found by scanning the items with the thaumometer)
To expand on this:
Each Alembic can hold up to 32 of one type of essentia. Which type can be specified (mostly useful for automated setups) the same way as with warded jars - put a blank label on it when it already has the type you want in it, or create a preset label by crafting a blank one with they desired type of essentia. Essentia can be taken out either with glass phials (in increments of 8) or warded jars by hand, piped out (though note that any given section of pipe can only have suction for / transport one type of essentia at a time - trying to do more will block up the system), with an Alchemy Golem set to the furnace, or directly voided by shift+rightclicking with an empty hand. The bar on the left of the furnace GUI is a buffer, showing how much essentia is being held in the furnace itself (I believe it can hold 64). Though any type of fuel can be used in the furnace, there is a slight boost in the speed at which essentia is transferred into the alembics if you use Alumentum as your fuel.
And a recommendation: Plan for space around your Alchemical Furnace. The eventual upgrade to it includes a 3x3x2 multiblock structure, and it outputs sideways instead of directly up.
Thanks very much, could i have a picture of a setup so i know what i am going to be dealing with please? also does anyone know if azanor intends to add upgrades for pet wolves or horses or something like that, i want thaumic horse armor :3
also does anyone know if azanor intends to add upgrades for pet wolves or horses or something like that, i want thaumic horse armor :3
Unlikely. Thaumium is much like iron except it's more enchantable and has more durability. Horse armor lacks durability and can't be enchanted so thaumium horse armor would only be a retextured iron horse armor.
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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.
Azanor, I really hope that rather than taking all of the poll results and strictly following them (meaning changing nothing in the general mechanics as all the polls resulted in people saying everything is perfect) you still make mechanic changes that are just less drastic and still are similar to what we have now. I personally feel that the nodes are extremely boring now as they feel like hard blocks that are completely separate from everything else unlike TC3 which had really cool nodes that interacted with the environment and other nodes.
Quicksilver also has some poison aspects in it
I do textures... Hit me if you want some... They are all free and vanilla quality like...
Poison potatoes if you're in the mood for some serious farming. Also potions of poison, which give more venenum than spider eyes but require only one eye each.
While it's a good idea, entities still seem to have a higher glitch chance than blocks. I've stated before that I had to reset nodes in my world several times due to all of them suddenly disappearing for no reason. Not fun having that happen to you when you've spent many hours breeding the perfect node.
---
Strange thing happened today. When I exited Minecraft and started it up again an hour or two later, all my research aspects were reset. Essentia in jars even showed up as question marks, but for some reason aspect contents in items and blocks still showed up when looking at them with the Thaumometer even though I had none of those research aspects. I had to cheat myself research aspects through NEI and combine them. Luckily didn't have to use the cheat sheet.
It's better to ask a stupid question than not knowing the answer.
That bug was fixed though. It was at the very end of TC3's life... but it was fixed.
In that case I'm less hostile towards bringing it back, but I still prefer block nodes.
It's better to ask a stupid question than not knowing the answer.
Warded - Presumably Runic Shielding or equivalent
Firey - Fire attack?
Infested - drops spiders when damaged
Armored - obvious
Bold - speed
Grim - might be strength?
Spined - Thorns
Poisonous, Sickly, Tainted, Warped - presumably matching status attack. I've been pasting them from a distance.
Undying - my guess is regeneration.
It's a pretty nice collection of interesting powers, but I've seen a few which seem potentially misapplied -- for example, creepers, skeletons, and witches all don't have a normal melee attack, while undead might not be able to regenerate (and I've seen Undying zombies and skellies). Also, spiders already had a sort of "champion" in vanilla, and I think I've seen at least one spider champion which also had a status effect. (But then, I've also seen champion undead in armor.)
I fought an Undying Eldritch Construct, and it regenerated all it's health once I brought it down to 0, not sure if that's the Undying part, or unique to that boss though.
I can't imagine I'm the only one who's thought of this and really really would love something like it.
spider eyes are rare?
I like astronomy, and one of my ideas is a mod based around astronomy.
Wrong. He has already stated he will update the mod to a working state before quitting to work on his own independent game and then today he said this: "So, I've decided, that if and only if I can find the right license, I will open-source the mod. If I can't, then the plan will revert back to what I have been doing so far." ( http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1292222-ars-magica-2-version-1-4-0-006-updated-december-24?comment=7559 )
But he has stated the API is ready and add-ons can be made to add additional things into AM2. Would be great to see a Thaumcraft bridge and/or add-ons at some point.
From the sound of it, you may be trying to push for heavy weapons before you've got your resources in order. Once you get a Looting sword, spider eyes are no longer rare. And once you've done some mining (and beating ore blocks into clusters) with a PotC, you'll have enough quicksilver to distill some for Venenum.
Also what are the chances for a hungry node to spawn? I had found a sinister node with fames (Weird that it wasn't a hungry node) but that's it!
I also got my first taint tendril, apparently from a Tainted Champion. Oh, and my logging team quadruplicated again... this could get annoying.
Each Alembic can hold up to 32 of one type of essentia. Which type can be specified (mostly useful for automated setups) the same way as with warded jars - put a blank label on it when it already has the type you want in it, or create a preset label by crafting a blank one with they desired type of essentia. Essentia can be taken out either with glass phials (in increments of 8) or warded jars by hand, piped out (though note that any given section of pipe can only have suction for / transport one type of essentia at a time - trying to do more will block up the system), with an Alchemy Golem set to the furnace, or directly voided by shift+rightclicking with an empty hand. The bar on the left of the furnace GUI is a buffer, showing how much essentia is being held in the furnace itself (I believe it can hold 64). Though any type of fuel can be used in the furnace, there is a slight boost in the speed at which essentia is transferred into the alembics if you use Alumentum as your fuel.
And a recommendation: Plan for space around your Alchemical Furnace. The eventual upgrade to it includes a 3x3x2 multiblock structure, and it outputs sideways instead of directly up.
Unlikely. Thaumium is much like iron except it's more enchantable and has more durability. Horse armor lacks durability and can't be enchanted so thaumium horse armor would only be a retextured iron horse armor.