Already know that part, and have a few equipped already. Some interesting effects, but a few I can't really use to the full potential yet.(Like those having to do with "The First World", and ember.) I think currently I have the amulet for wind relations, the belt for ember drops(Stock piling the stuff. I have gone in Semi-Blind to this mod and the later stages so I know little of anything post void tier. Currently at the "Engineering" stage, making machines and about to start on Crystals.) The rings were a pair that effected the amount of MRUMU I received from mobs that I was using early on to help progress(thanks to Difficult life, I was making a ton of power off a single kill, and these rings only further buffed the amount), but I am considering swapping them out for something more useful now that I have a MRUCU containment chamber and a heat generator.
Current goals are to build a "Chicken machine" to farm Heart Containers off of, research things from Essential Thaumaturgy, and setting up Mithrium furnace in the End(Killed the Dragon within five hours of starting the world. It was only going to be harder the longer I waited, and I got fourteen hearts off his death) so I can finally start putting the nine or so stacks of the stuff to good use.(I'm taxed on iron and gold, only having one to two stacks of each. Why I was looking into the Magical Quarry and Magmatic Smeltery. Using this stuff instead will be a great ease on my demand of materials, for now at least.).
While I'm here, anything you recommend I should be looking into, having reached the "Engineering" stage? I've rattled off my current plans, any alterations I should be making or things I should have prioritized?
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Question not the mad-mans ways, for you may begin to see logic in his actions, then find yourself mad as well.
You may call me The Madman, as there is no name that suits me better.
I happen to make modded survival maps, if your interested see my latest: The Asylum
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Well, it would be interesting to see how DifficultLife's heart drops work with the EC3's Monster Duplucator, and if it works it is crazy
Also it is a common practice at least for me to use the Magical Enchanter to enchant books, since you can apparently get up to 4 enchantments on a book - extremely good to later combine them in an anvil to get the best enchantments there are. I would also make me a MRU weapon, like a pistol from Mithriline, maybe with some Pale additions to it, since that thing is pretty powerful and rather cheap at that stage. However, the majority of features require the Crystals, so there is not that much to do without them...
Alright, a few discoveries to point out, one of which is a bug,
I played around with the Monster Duplicator, messing around with a build to use Name tagged wither skeletons to farm skulls(The use of a nametag prevents natural despawning) and use the byproduct of coal to feed heat generators to fuel the monster duplicator. As it turns out, they will drop Heart canisters. And a Second test shows it works on Withers as well, dropping both hearts and nether stars.(I may have fun with this...)
As for the Bug, it is with a "Magical inventory manager". Basically, it lets the internal buffer overflow, still accept items and deleting anything that it can't do anything with. Testing works best with unstack-able items, like tools.
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Question not the mad-mans ways, for you may begin to see logic in his actions, then find yourself mad as well.
You may call me The Madman, as there is no name that suits me better.
I happen to make modded survival maps, if your interested see my latest: The Asylum
I have just added the mod to my pack and im starting exploration of it. I have found new biome near my spawn - Corrupted land http://imgur.com/kM6jRCf
Should i be worried? WIll it spread? How dangerous it is?
The biome is not dangerous in any way - it does not spawn any specific mobs/it has no spread/it has no effects at all. However, it should not generate in the overworld on it's own. Do you have any world-gen changing mods?
Alright, a few discoveries to point out, one of which is a bug,
I played around with the Monster Duplicator, messing around with a build to use Name tagged wither skeletons to farm skulls(The use of a nametag prevents natural despawning) and use the byproduct of coal to feed heat generators to fuel the monster duplicator. As it turns out, they will drop Heart canisters. And a Second test shows it works on Withers as well, dropping both hearts and nether stars.(I may have fun with this...)
As for the Bug, it is with a "Magical inventory manager". Basically, it lets the internal buffer overflow, still accept items and deleting anything that it can't do anything with. Testing works best with unstack-able items, like tools.
Well, there should really be an option to disable boss duplication. Why have i not thought of that?
Also, the manager needs to be re-worked anyway, and it will surely be done. There are tons of bugs with it, you do not need to report tham, but still thanks for the bugreporting!
Well, there should really be an option to disable boss duplication. Why have i not thought of that?
Also, the manager needs to be re-worked anyway, and it will surely be done. There are tons of bugs with it, you do not need to report tham, but still thanks for the bugreporting!
Well, good to know about both of these. The option will be useful(Might consider also allowing a black list for set mobs as well), and knowing that manager will be redone is good. I'll shy away from using it, instead using Golems and "Orchestra of the Phantom hands" for item movement.
Now them, an update on my current progress through the mod. MRU enchanting table crafted, but not placed yet(I plan on raiding the Stronghold I found for books to buff it up.) Researched and crafted an "Aura Stabilizer" to aid in research, and it has practically paid for itself already. Created Weapon Workbenches for all four types, but have yet to make any weapons with them(I need to secure a location in the End for Mythrial furnaces, I keep getting swarmed as I spawn into the End by Abyssal Zombies, and a Blight version of one is hanging around the entrance platform killing me as I load in. Current plan is to create a quarry, try to get as many range and speed upgrades as I can afford, and wipe out the main island. Make a sort of "Sky base" where I have full control over mob spawning, with the boon of improved efficiency. Might even mix in an Ender Generator for MRU creation.)
Just started with Crystal creation, and have two currently growing. The book never went into much detail about the "Attainments" to air, fire, earth, and water, or the process of getting essences. Anything you can share on this? Will the percentages just effect how fast it works while still providing all essences, or will it need set amounts of each?
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Question not the mad-mans ways, for you may begin to see logic in his actions, then find yourself mad as well.
You may call me The Madman, as there is no name that suits me better.
I happen to make modded survival maps, if your interested see my latest: The Asylum
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There is not really much to say about the affinities, apart from the fact, that "the more - the better". They are gained/lost randomly, there is nothing apart from the pure random affecting that. However, you can increase the chance of increasing the affinity by putting a corresponding essence into the bottom slot of the controller - the rarer the essence is the more impact it will have. The more affinity on the crystal you have - the more the chance of getting that essence in the extractor. It also affects the rarity - the closer to 100% you are the more chance of obtaining the exceptional/rare rarity you have. However, there are no 'milestones' - as long as you have at least 1% of the affinity you can get any rarity of that essence, just obtaining the exceptional will be extremely unlikely, but there is a chance.
Also, affinities do not affect each other in any way - you can have a 100% fire and water crystal just fine.
There is not really much to say about the affinities, apart from the fact, that "the more - the better". They are gained/lost randomly, there is nothing apart from the pure random affecting that. However, you can increase the chance of increasing the affinity by putting a corresponding essence into the bottom slot of the controller - the rarer the essence is the more impact it will have. The more affinity on the crystal you have - the more the chance of getting that essence in the extractor. It also affects the rarity - the closer to 100% you are the more chance of obtaining the exceptional/rare rarity you have. However, there are no 'milestones' - as long as you have at least 1% of the affinity you can get any rarity of that essence, just obtaining the exceptional will be extremely unlikely, but there is a chance.
Also, affinities do not affect each other in any way - you can have a 100% fire and water crystal just fine.
Ah, so it is a case of "Use Riches to get richer". Use essences of X type to raise the likely hood of getting better stats in X, which then improve the chances of getting higher tier essence for even better stats in X. Makes sense, thanks for clearing that up.
That reminds me. I read through the entry, but I don't recall much on the collection of essences. You mentioned the "Extractor", is that a third machine for this process(I only recall seeing two in the entry. One for making crystal, and one for tracking growth and using the essences for influence of stats.), or something else I already would have? And are the crystals consumed, or are they renewable in some way(Will it just revert the growth back, or not damage it at all? In either case, the starting investment of the diamond isn't lost, so I count it as Renewable.) And for influencing with Essences, are they consumed or just sort of slotted in as a permanent upgrade?
Edit: Whoops, I missed the part on the extractor. Still doesn't go into much detail, but I at least know how to go forward.
Edit, Mark two: I have done some experimenting with how it works, so to answer my own questions: Third machine for this process, the crystals are not consumed and can be broken to "Reset" them, so you can try again to get better stats. and I have yet to try essences but I assume they are a permanent upgrade with the catch being you can only have one slotted in at a time.
Essences collected so far: An exceptional water, an uncommon water, three uncommon fire, an uncommon earth, and a common fire. RNG seems to favor me, as all of these have less then five percent in the crystal.
The biome is not dangerous in any way - it does not spawn any specific mobs/it has no spread/it has no effects at all. However, it should not generate in the overworld on it's own. Do you have any world-gen changing mods?
I have biomes o plenty. I will check biome ids then. Thnx for info
Alright, a progress update as quite a bit has happened since last time.
Mithriline furnace was constructed in The End so now I have a good material for weapons(Which I still need to make) and cheap plates for crafting.
I have been struggling with MRU generation, using two heat generators to get by up to this point. Put in a few hours worth of work creating a "Sun Ray Generator", and it has payed for itself. Besides, it looks cool.
With my new found supply of MRU, essence generation is now rolling at a half decent rate. Used the essence collected so far for a "Monster Duplicator", and I have been working on a little project to solve my HP issue(I have gotten unlucky with heart canister drops. so I'm taking luck out of the equation). I have the skulls to summon two Withers: One star is going towards a warding focus, and the second summon is inside a wither proof room of warded blocks to be farmed by the duplicator, and magical hoppers under the room will extract and sort the drops into barrels. However, killing the first Wither might not be that simple as I have reached the difficulty level of "HAHAHA+", but after that I think I've earned an endless stream of nether stars.
Now I have essences, considering making a magical digger for myself, and a Magical Quarry to start mining out my final base location, and later on The End. Thinking of using a magical hopper instead of the inventory ejection upgrade for it, so I can slot in silk touch and range. I might look into making a a cold generator for MRU generation between sun beams, as I tend to run out before the next one happens.
After this, I might need help for goals. I think the best course of action is the creation of a MRU Hazmat Suit, then attempt to get to "The First World". Problem is I haven't noticed many of these "Wind effects", and I have only seen wind mages twice. Any tips or information about this part? Anything I should be doing before investing in the suit or the First World, things that might be useful?
Also, one final question: What is the chunk radius of the Essential thaumaturgy chunk loader? I assume it is only the chunk it is placed in, but I might be wrong and this is something tricky to test.
Post script: One final thing, a minor issue with difficult life: The heart display does not like you traveling through dimensions. It will say you have X/20, and vocationally flash between red hearts and what they really are.. Small issue, but I might as well report it.
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Question not the mad-mans ways, for you may begin to see logic in his actions, then find yourself mad as well.
You may call me The Madman, as there is no name that suits me better.
I happen to make modded survival maps, if your interested see my latest: The Asylum
So, I've been playing with EssentialCraft for a little bit now, and I've run into a slight issue. I am getting elemental and magical gems spawning in stone in my world. This wasn't a change as far as I've found in the changelogs, so I wanted to know if this is a config issue I've somehow missed or if my WorldGen might be messed up somehow.
Part of what attracted me to the mod is the uniqueness in how you obtain entry into the mod, but whatever is going on has made obtaining them far far easier than they should be. Hopefully we can figure out the issue and fix it, or at least find out if I'm wrong or not. I'm making a pack for my my family and friends to play together and this is definitely one of the mods I want to play with alongside the rest of my favorite magic mods.
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Well, in order for the Wind Effects to take place one must construct a wind rune structure, wait for it to gather enough energy and use hos soul-stone on the central block. This will bound the wind to the person who owns the soul stone, and, therefore, will make Wind Events happen to him. If one wants to get wind's name faster he should drink the Wind Potions, again, made by activating the wind rune with a simple potions. Wind Potions stack with eachother.
Well, the Hoanna, or the First World is a pretty dangerous place, I would recommend creating several potions of Night Vision, since if the darkness event catches you there... It is not a pleasant experience
Yes, the chunkloader is 1 chunk only.
Also, the heart issue exists due to the way Minecraft handles dimension traveling - it kills your player in the current dimension(not really, just sets the isDead variable to true and removes the player from the list of players) and then creates the player in another dimension, loading his data from the first player. The problem is - the health and the max health are set before Stat Modifiers apply, and therefore, clients think, that they actually have 20 hp max, since they have the modifiers and they recieve a packet, that tells - hey, your max hp is 20! However, the hp is not affected - if you have 20 HP displayed, you actually may have more, it is just a simple Minecraft network issue.
So, I've been playing with EssentialCraft for a little bit now, and I've run into a slight issue. I am getting elemental and magical gems spawning in stone in my world. This wasn't a change as far as I've found in the changelogs, so I wanted to know if this is a config issue I've somehow missed or if my WorldGen might be messed up somehow.
Part of what attracted me to the mod is the uniqueness in how you obtain entry into the mod, but whatever is going on has made obtaining them far far easier than they should be. Hopefully we can figure out the issue and fix it, or at least find out if I'm wrong or not. I'm making a pack for my my family and friends to play together and this is definitely one of the mods I want to play with alongside the rest of my favorite magic mods.
The Elemental Gems generation is a part of a change, since many people struggle with the early game of EC3. The spawning may be disabled in the config - just set the I:oreGenAttempts=4 in the config to 0 or less - the worldgen will never get executed then.
The Elemental Gems generation is a part of a change, since many people struggle with the early game of EC3. The spawning may be disabled in the config - just set the I:oreGenAttempts=4 in the config to 0 or less - the worldgen will never get executed then.
Thank you for your quick reply. It's good to know I didn't screw anything up when putting the pack together.
Well, in order for the Wind Effects to take place one must construct a wind rune structure, wait for it to gather enough energy and use hos soul-stone on the central block. This will bound the wind to the person who owns the soul stone, and, therefore, will make Wind Events happen to him. If one wants to get wind's name faster he should drink the Wind Potions, again, made by activating the wind rune with a simple potions. Wind Potions stack with eachother.
Well, the Hoanna, or the First World is a pretty dangerous place, I would recommend creating several potions of Night Vision, since if the darkness event catches you there... It is not a pleasant experience
Yes, the chunkloader is 1 chunk only.
Also, the heart issue exists due to the way Minecraft handles dimension traveling - it kills your player in the current dimension(not really, just sets the isDead variable to true and removes the player from the list of players) and then creates the player in another dimension, loading his data from the first player. The problem is - the health and the max health are set before Stat Modifiers apply, and therefore, clients think, that they actually have 20 hp max, since they have the modifiers and they recieve a packet, that tells - hey, your max hp is 20! However, the hp is not affected - if you have 20 HP displayed, you actually may have more, it is just a simple Minecraft network issue.
Alright, good to know. I was working off how the main post puts it, and it sounded like they should have already been happening. But since the Wind rune structure needs mithilite, and that isn't mentioned there, I'll assume it is out of date and should only be a lose reference point.
Thanks for the warning. If mobs are an issue, I'll also make potions of invisibility to shorten the targeting range. I'll need to take off my armor to use them, but being able to walk by almost all mobs without them noticing is extremely useful.
Good to know, I can plan around the size now now.
Fair enough, I assumed it was something like this. Thought it would be best to report it anyway.
Now then, back to work prepping for the Wither fight. I will enjoy having silly amounts of health to help deal with the Blights(They are still horrifying to see).
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Question not the mad-mans ways, for you may begin to see logic in his actions, then find yourself mad as well.
You may call me The Madman, as there is no name that suits me better.
I happen to make modded survival maps, if your interested see my latest: The Asylum
After this, I might need help for goals. I think the best course of action is the creation of a MRU Hazmat Suit, then attempt to get to "The First World". Problem is I haven't noticed many of these "Wind effects", and I have only seen wind mages twice. Any tips or information about this part? Anything I should be doing before investing in the suit or the First World, things that might be useful?
Quick question and a suggestion. I want to create the enrichment chamber, but because my base is in a void mystcraft age, I've not been able to find an MRUCU, is there a way to create one?
Already know that part, and have a few equipped already. Some interesting effects, but a few I can't really use to the full potential yet.(Like those having to do with "The First World", and ember.) I think currently I have the amulet for wind relations, the belt for ember drops(Stock piling the stuff. I have gone in Semi-Blind to this mod and the later stages so I know little of anything post void tier. Currently at the "Engineering" stage, making machines and about to start on Crystals.) The rings were a pair that effected the amount of MRUMU I received from mobs that I was using early on to help progress(thanks to Difficult life, I was making a ton of power off a single kill, and these rings only further buffed the amount), but I am considering swapping them out for something more useful now that I have a MRUCU containment chamber and a heat generator.
Current goals are to build a "Chicken machine" to farm Heart Containers off of, research things from Essential Thaumaturgy, and setting up Mithrium furnace in the End(Killed the Dragon within five hours of starting the world. It was only going to be harder the longer I waited, and I got fourteen hearts off his death) so I can finally start putting the nine or so stacks of the stuff to good use.(I'm taxed on iron and gold, only having one to two stacks of each. Why I was looking into the Magical Quarry and Magmatic Smeltery. Using this stuff instead will be a great ease on my demand of materials, for now at least.).
While I'm here, anything you recommend I should be looking into, having reached the "Engineering" stage? I've rattled off my current plans, any alterations I should be making or things I should have prioritized?
You may call me The Madman, as there is no name that suits me better.
I happen to make modded survival maps, if your interested see my latest: The Asylum
Well, it would be interesting to see how DifficultLife's heart drops work with the EC3's Monster Duplucator, and if it works it is crazy
Also it is a common practice at least for me to use the Magical Enchanter to enchant books, since you can apparently get up to 4 enchantments on a book - extremely good to later combine them in an anvil to get the best enchantments there are. I would also make me a MRU weapon, like a pistol from Mithriline, maybe with some Pale additions to it, since that thing is pretty powerful and rather cheap at that stage. However, the majority of features require the Crystals, so there is not that much to do without them...
public static Redirect[] accountsInDifferentPlaces = new Redirect[]{FTB,Technic,Youtube,GitHub,Curseforge};
Alright, a few discoveries to point out, one of which is a bug,
I played around with the Monster Duplicator, messing around with a build to use Name tagged wither skeletons to farm skulls(The use of a nametag prevents natural despawning) and use the byproduct of coal to feed heat generators to fuel the monster duplicator. As it turns out, they will drop Heart canisters. And a Second test shows it works on Withers as well, dropping both hearts and nether stars.(I may have fun with this...)
As for the Bug, it is with a "Magical inventory manager". Basically, it lets the internal buffer overflow, still accept items and deleting anything that it can't do anything with. Testing works best with unstack-able items, like tools.
You may call me The Madman, as there is no name that suits me better.
I happen to make modded survival maps, if your interested see my latest: The Asylum
Hi,
I have just added the mod to my pack and im starting exploration of it. I have found new biome near my spawn - Corrupted land http://imgur.com/kM6jRCf
Should i be worried? WIll it spread? How dangerous it is?
The biome is not dangerous in any way - it does not spawn any specific mobs/it has no spread/it has no effects at all. However, it should not generate in the overworld on it's own. Do you have any world-gen changing mods?
public static Redirect[] accountsInDifferentPlaces = new Redirect[]{FTB,Technic,Youtube,GitHub,Curseforge};
Well, there should really be an option to disable boss duplication. Why have i not thought of that?
Also, the manager needs to be re-worked anyway, and it will surely be done. There are tons of bugs with it, you do not need to report tham, but still thanks for the bugreporting!
public static Redirect[] accountsInDifferentPlaces = new Redirect[]{FTB,Technic,Youtube,GitHub,Curseforge};
Well, good to know about both of these. The option will be useful(Might consider also allowing a black list for set mobs as well), and knowing that manager will be redone is good. I'll shy away from using it, instead using Golems and "Orchestra of the Phantom hands" for item movement.
Now them, an update on my current progress through the mod. MRU enchanting table crafted, but not placed yet(I plan on raiding the Stronghold I found for books to buff it up.) Researched and crafted an "Aura Stabilizer" to aid in research, and it has practically paid for itself already. Created Weapon Workbenches for all four types, but have yet to make any weapons with them(I need to secure a location in the End for Mythrial furnaces, I keep getting swarmed as I spawn into the End by Abyssal Zombies, and a Blight version of one is hanging around the entrance platform killing me as I load in. Current plan is to create a quarry, try to get as many range and speed upgrades as I can afford, and wipe out the main island. Make a sort of "Sky base" where I have full control over mob spawning, with the boon of improved efficiency. Might even mix in an Ender Generator for MRU creation.)
Just started with Crystal creation, and have two currently growing. The book never went into much detail about the "Attainments" to air, fire, earth, and water, or the process of getting essences. Anything you can share on this? Will the percentages just effect how fast it works while still providing all essences, or will it need set amounts of each?
You may call me The Madman, as there is no name that suits me better.
I happen to make modded survival maps, if your interested see my latest: The Asylum
There is not really much to say about the affinities, apart from the fact, that "the more - the better". They are gained/lost randomly, there is nothing apart from the pure random affecting that. However, you can increase the chance of increasing the affinity by putting a corresponding essence into the bottom slot of the controller - the rarer the essence is the more impact it will have. The more affinity on the crystal you have - the more the chance of getting that essence in the extractor. It also affects the rarity - the closer to 100% you are the more chance of obtaining the exceptional/rare rarity you have. However, there are no 'milestones' - as long as you have at least 1% of the affinity you can get any rarity of that essence, just obtaining the exceptional will be extremely unlikely, but there is a chance.
Also, affinities do not affect each other in any way - you can have a 100% fire and water crystal just fine.
public static Redirect[] accountsInDifferentPlaces = new Redirect[]{FTB,Technic,Youtube,GitHub,Curseforge};
[quote=Modbder;../../../members/Modbder;2286105-dt-mods-essentialcraft-3-essential-thaumaturgy?comment=436]
There is not really much to say about the affinities, apart from the fact, that "the more - the better". They are gained/lost randomly, there is nothing apart from the pure random affecting that. However, you can increase the chance of increasing the affinity by putting a corresponding essence into the bottom slot of the controller - the rarer the essence is the more impact it will have. The more affinity on the crystal you have - the more the chance of getting that essence in the extractor. It also affects the rarity - the closer to 100% you are the more chance of obtaining the exceptional/rare rarity you have. However, there are no 'milestones' - as long as you have at least 1% of the affinity you can get any rarity of that essence, just obtaining the exceptional will be extremely unlikely, but there is a chance.
Also, affinities do not affect each other in any way - you can have a 100% fire and water crystal just fine.
Ah, so it is a case of "Use Riches to get richer". Use essences of X type to raise the likely hood of getting better stats in X, which then improve the chances of getting higher tier essence for even better stats in X. Makes sense, thanks for clearing that up.
That reminds me. I read through the entry, but I don't recall much on the collection of essences. You mentioned the "Extractor", is that a third machine for this process(I only recall seeing two in the entry. One for making crystal, and one for tracking growth and using the essences for influence of stats.), or something else I already would have? And are the crystals consumed, or are they renewable in some way(Will it just revert the growth back, or not damage it at all? In either case, the starting investment of the diamond isn't lost, so I count it as Renewable.) And for influencing with Essences, are they consumed or just sort of slotted in as a permanent upgrade?
Edit: Whoops, I missed the part on the extractor. Still doesn't go into much detail, but I at least know how to go forward.
Edit, Mark two: I have done some experimenting with how it works, so to answer my own questions: Third machine for this process, the crystals are not consumed and can be broken to "Reset" them, so you can try again to get better stats. and I have yet to try essences but I assume they are a permanent upgrade with the catch being you can only have one slotted in at a time.
Essences collected so far: An exceptional water, an uncommon water, three uncommon fire, an uncommon earth, and a common fire. RNG seems to favor me, as all of these have less then five percent in the crystal.
You may call me The Madman, as there is no name that suits me better.
I happen to make modded survival maps, if your interested see my latest: The Asylum
I have biomes o plenty. I will check biome ids then. Thnx for info
I'm sorry to bother, but when will buffed tools receive it's minor fixes to the bow/armor?
Maybe this week, not really sure. BuffedTools and Terra Arts are not my priority right now.
public static Redirect[] accountsInDifferentPlaces = new Redirect[]{FTB,Technic,Youtube,GitHub,Curseforge};
Alright, a progress update as quite a bit has happened since last time.
Mithriline furnace was constructed in The End so now I have a good material for weapons(Which I still need to make) and cheap plates for crafting.
I have been struggling with MRU generation, using two heat generators to get by up to this point. Put in a few hours worth of work creating a "Sun Ray Generator", and it has payed for itself. Besides, it looks cool.
With my new found supply of MRU, essence generation is now rolling at a half decent rate. Used the essence collected so far for a "Monster Duplicator", and I have been working on a little project to solve my HP issue(I have gotten unlucky with heart canister drops. so I'm taking luck out of the equation). I have the skulls to summon two Withers: One star is going towards a warding focus, and the second summon is inside a wither proof room of warded blocks to be farmed by the duplicator, and magical hoppers under the room will extract and sort the drops into barrels. However, killing the first Wither might not be that simple as I have reached the difficulty level of "HAHAHA+", but after that I think I've earned an endless stream of nether stars.
Now I have essences, considering making a magical digger for myself, and a Magical Quarry to start mining out my final base location, and later on The End. Thinking of using a magical hopper instead of the inventory ejection upgrade for it, so I can slot in silk touch and range. I might look into making a a cold generator for MRU generation between sun beams, as I tend to run out before the next one happens.
After this, I might need help for goals. I think the best course of action is the creation of a MRU Hazmat Suit, then attempt to get to "The First World". Problem is I haven't noticed many of these "Wind effects", and I have only seen wind mages twice. Any tips or information about this part? Anything I should be doing before investing in the suit or the First World, things that might be useful?
Also, one final question: What is the chunk radius of the Essential thaumaturgy chunk loader? I assume it is only the chunk it is placed in, but I might be wrong and this is something tricky to test.
Post script: One final thing, a minor issue with difficult life: The heart display does not like you traveling through dimensions. It will say you have X/20, and vocationally flash between red hearts and what they really are.. Small issue, but I might as well report it.
You may call me The Madman, as there is no name that suits me better.
I happen to make modded survival maps, if your interested see my latest: The Asylum
So, I've been playing with EssentialCraft for a little bit now, and I've run into a slight issue. I am getting elemental and magical gems spawning in stone in my world. This wasn't a change as far as I've found in the changelogs, so I wanted to know if this is a config issue I've somehow missed or if my WorldGen might be messed up somehow.
Part of what attracted me to the mod is the uniqueness in how you obtain entry into the mod, but whatever is going on has made obtaining them far far easier than they should be. Hopefully we can figure out the issue and fix it, or at least find out if I'm wrong or not. I'm making a pack for my my family and friends to play together and this is definitely one of the mods I want to play with alongside the rest of my favorite magic mods.
Well, in order for the Wind Effects to take place one must construct a wind rune structure, wait for it to gather enough energy and use hos soul-stone on the central block. This will bound the wind to the person who owns the soul stone, and, therefore, will make Wind Events happen to him. If one wants to get wind's name faster he should drink the Wind Potions, again, made by activating the wind rune with a simple potions. Wind Potions stack with eachother.
Well, the Hoanna, or the First World is a pretty dangerous place, I would recommend creating several potions of Night Vision, since if the darkness event catches you there... It is not a pleasant experience
Yes, the chunkloader is 1 chunk only.
Also, the heart issue exists due to the way Minecraft handles dimension traveling - it kills your player in the current dimension(not really, just sets the isDead variable to true and removes the player from the list of players) and then creates the player in another dimension, loading his data from the first player. The problem is - the health and the max health are set before Stat Modifiers apply, and therefore, clients think, that they actually have 20 hp max, since they have the modifiers and they recieve a packet, that tells - hey, your max hp is 20! However, the hp is not affected - if you have 20 HP displayed, you actually may have more, it is just a simple Minecraft network issue.
public static Redirect[] accountsInDifferentPlaces = new Redirect[]{FTB,Technic,Youtube,GitHub,Curseforge};
The Elemental Gems generation is a part of a change, since many people struggle with the early game of EC3. The spawning may be disabled in the config - just set the I:oreGenAttempts=4 in the config to 0 or less - the worldgen will never get executed then.
public static Redirect[] accountsInDifferentPlaces = new Redirect[]{FTB,Technic,Youtube,GitHub,Curseforge};
Thank you for your quick reply. It's good to know I didn't screw anything up when putting the pack together.
Alright, good to know. I was working off how the main post puts it, and it sounded like they should have already been happening. But since the Wind rune structure needs mithilite, and that isn't mentioned there, I'll assume it is out of date and should only be a lose reference point.
Thanks for the warning. If mobs are an issue, I'll also make potions of invisibility to shorten the targeting range. I'll need to take off my armor to use them, but being able to walk by almost all mobs without them noticing is extremely useful.
Good to know, I can plan around the size now now.
Fair enough, I assumed it was something like this. Thought it would be best to report it anyway.
Now then, back to work prepping for the Wither fight. I will enjoy having silly amounts of health to help deal with the Blights(They are still horrifying to see).
You may call me The Madman, as there is no name that suits me better.
I happen to make modded survival maps, if your interested see my latest: The Asylum
[quote=Mrvideogame_The_Madman;../../../members/Mrvideogame_The_Madman;2286105-dt-mods-essentialcraft-3-essential-thaumaturgy?comment=441]
After this, I might need help for goals. I think the best course of action is the creation of a MRU Hazmat Suit, then attempt to get to "The First World". Problem is I haven't noticed many of these "Wind effects", and I have only seen wind mages twice. Any tips or information about this part? Anything I should be doing before investing in the suit or the First World, things that might be useful?
Have you used soul stone on the Wind Rune?
Do not listen me I'm too late
Quick question and a suggestion. I want to create the enrichment chamber, but because my base is in a void mystcraft age, I've not been able to find an MRUCU, is there a way to create one?