well infusion yes I do like that idea but cloning is just oh hell no I do like the temp golems too but that infusion vat that thing needs a modle overhaul it literally looks like he ripped it out of a test chamber at yoglabs if the colors & textures looked more like the excising Essentia piped and gadgets I'd be ok with the stuff. and as for removing recipes I'd rather not do that cause it can get very messy from my experience so I'd rather not and as I was saying I wish someone out there would make a mob in a jar thaumcraft mod that's
1 cool & Functional
2 you can get the mobs back out
3 you can name them while they're in the jar
4 you can trap players temporarily in the jar (ie putting them in the jar kills them over time but leaves a little copy of that player in the jar)
5 Friendly or neutral mobs are healed by being placed in a jar
that's the kind of Thaumcraft Child mod I've been looking for well that and one that adds in compatibility with Tinkers construct I've tried Extra TiC that just crashes the modpack and I tried Thaumic integration with the 1.6.4 pack THAT worked BUT its not downloadable anymore
Why are you... requesting a mod in another mod's thread? Although those suggestions would be nice improvements for the jar- don't think all of them are quite feasible, though. (Trapping players is probably completely out of the question.) Also, in my own opinion, the Curative Vat looks like something out of Thaumcraft, especially given the fact that you can see the greatwood planks and alchemical constructs used in the vat as part of the design for the actual model. It certainly doesn't look any more tech-like than the Advanced Alchemical Furnace does, and that's out of vanilla Thaumcraft itself. The cloning is pretty justified by magic- the whole thing with this mod is that if you read the way things are presented in game it makes sense from a magical standpoint.Hell, a lot of what Thaumcraft itself is in addition to its own magic is giving the players ways to do things that would otherwise be done with tech with magic.
You're in no way obligated to like the mod, but coming into its thread and claiming it's missed the point of Thaumcraft completely is pretty blatantly rude.
(Also, I run Thaumcraft and ExtraTiC together just fine, so there may be another mod in your modpack that's crashing it when ExtraTiC is installed- it's not Thaumcraft or any of it's addons, I can tell you that.)
the only tech mod i use is immersive engineering (and immersive integration). the rest is magic, aside from my wip tc/ie crossover addon, and it is awesome
please, don't mix Fallout with everything, I can understand, you are under inspiration, but just no. Thaum 4 doesn't fit to fallout.
Moreover, warp is a payment for power, you should either pay the price, or go away. Cheating should be near impossible.
That ^^
But still there is already something like that. The Charged Aura Cleaner from ChromatiCraft is capable of preventing all warp induced debuffs and buffs from happening. And in that case I'd say it is even balanced. It's an endgame Item that requires you to complete TC and CC (the latter of wich is extremely work and time intensive to complete). There I think "great power can counter another great power" so it is OK. But an item that can just be created by an infusion and gets rid of all warp effects forever? No thanks.
The Meaning of Life, the Universe, and Everything.
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I been having a lot of fun using this add on and thaumcraft. I was pretty apprehensive at first but it's growing on me and is quite fun.
I really wish I could go full Dr Frankenstein and create chimera monsters that are a made from bits and pieces out of many mobs Like head of chicken, arms of sheep, torso of human, legs of spider. Etc.
It would be really cool if there was some chimera effigy system that you can craft using trapped jars to denominate body parts sort of like
null, trapped chicken, null <head of chicken
trapped sheep, rotten flesh, trapped sheep < hands of sheep body of villager
trapped spider, null, trapped spider <legs of spider
Or maybe something else maybe a sewing machine or how did frankenstein do it. I think he was sewing body parts together. You can use trapped mobs to denominate body parts and for villagers you can just use some other system I don't know.
Fun addon regardless. Is getting quite interesting.
This is really more of a flavor thing than a balance issue, but could you make the meat duping end-negative? given that its supposed to be using victus in place of nutrients to grow meat, it should require more than that meat actually produces even if you centrifuge all the products down.
Other than that, it looks pretty cool, and I love the balance and feel of the mod. It actually fits in with Thaumcraft pretty well.
I been having a lot of fun using this add on and thaumcraft. I was pretty apprehensive at first but it's growing on me and is quite fun.
I really wish I could go full Dr Frankenstein and create chimera monsters that are a made from bits and pieces out of many mobs Like head of chicken, arms of sheep, torso of human, legs of spider. Etc.
It would be really cool if there was some chimera effigy system that you can craft using trapped jars to denominate body parts sort of like
null, trapped chicken, null <head of chicken
trapped sheep, rotten flesh, trapped sheep < hands of sheep body of villager
trapped spider, null, trapped spider <legs of spider
Or maybe something else maybe a sewing machine or how did frankenstein do it. I think he was sewing body parts together. You can use trapped mobs to denominate body parts and for villagers you can just use some other system I don't know.
Fun addon regardless. Is getting quite interesting.
Well, there IS a mod (not a TC addon) called Necromancy that allows you to create minions using parts such as spider legs, witch heads, enderman torsos, zombie legs, etc. It even uses a sewing machine to make some of the parts. It's not really necromancy, I guess they just couldn't think of a better name.
Well, there IS a mod (not a TC addon) called Necromancy that allows you to create minions using parts such as spider legs, witch heads, enderman torsos, zombie legs, etc. It even uses a sewing machine to make some of the parts. It's not really necromancy, I guess they just couldn't think of a better name.
The main problem with Necromancy though is, it was a dead mod resurrected (punz) for 1.7.10.. but with no support since its initial port. I used it for a while, and it was a neat concept but I quickly found that a) the minions you create are quickly outclassed by most modded content (especially if you have Infernal Mobs, they get massacred in no time) and the body parts dropping all over the place got annoying fast. If someone could take that mod's source and make it a Thaumcraft or, perhaps more fittingly, a Blood Magic addon I'd be ecstatic.
Well, there IS a mod (not a TC addon) called Necromancy that allows you to create minions using parts such as spider legs, witch heads, enderman torsos, zombie legs, etc. It even uses a sewing machine to make some of the parts. It's not really necromancy, I guess they just couldn't think of a better name.
I know Necromancy . I find that mod pretty limited since all the body parts are pre designed so no rabbits or any other custom creatures while Thaumic Horizons can in fact jar any mob. If you make a system to steal heads and body parts from any jarred specimen then you can make any combination of monster. Plus I was thinking the monsters could be more like golems except they don't need animation cores but maybe you can use golemancer bel and a leashl on them to connect them to what they have to do. And maybe the head decides what type of golem core it has built in. Animal heads are automatically gather. Insect heads are use. Human heads are sort. Water creature head is decant. Any other human body parts other than head can make the monster run away or turn against you. Haha.
Like you can make body of sheep, head of chicken etc then you leash him near a chest and will pick up items.
Maybe the arms decide what he can or cannot do? Zombie or human arms can pick up stuff. Animal heads make them obedient. Human bodies make them warriors guards. Fish heads make them decant. Human head makes them smart or sort if they have human/zombie arms .
Weird issue with the Liquefaction focus that I've never encountered before. It seems like I can only choose one of either the Excavation or Liquefaction focus from the focus menu. If both foci are outside of the focus pouch, then whichever of the two foci is closest to the bottom-right inventory slot gets precedence. If both foci are in the focus pouch, then whichever focus is closest to the bottom-right slot gets precedence. If one focus is in the focus pouch and the other isn't, then it behaves as if both foci are in the inventory, except the focus pouch takes the place of one of the foci.
What I assume is happening here is that the focus menu code is scanning through the inventory looking for foci, and the Liquefaction Focus and Excavation Focus are getting classed as the same focus for whatever reason. It's only choosing the last one it finds to resolve the conflict.
Weird issue with the Liquefaction focus that I've never encountered before. It seems like I can only choose one of either the Excavation or Liquefaction focus from the focus menu. If both foci are outside of the focus pouch, then whichever of the two foci is closest to the bottom-right inventory slot gets precedence. If both foci are in the focus pouch, then whichever focus is closest to the bottom-right slot gets precedence. If one focus is in the focus pouch and the other isn't, then it behaves as if both foci are in the inventory, except the focus pouch takes the place of one of the foci.
What I assume is happening here is that the focus menu code is scanning through the inventory looking for foci, and the Liquefaction Focus and Excavation Focus are getting classed as the same focus for whatever reason. It's only choosing the last one it finds to resolve the conflict.
I've noticed this, the same thing happens with the Animation focus, the Crafting focus from Automagy, and the Infusion focus from Thaumic Infusion. They all seem to count as the same type of focus, at least before upgrades.
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~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
I've noticed this, the same thing happens with the Animation focus, the Crafting focus from Automagy, and the Infusion focus from Thaumic Infusion. They all seem to count as the same type of focus, at least before upgrades.
Sounds like an excellent reason to always enchant them, even if the enchantments are less than useful.
Rollback Post to RevisionRollBack
I don't write long comments often, because I prefer to say what I mean without excess. Please do not assume this means I have little to add to a conversation.
So uh, is Golem Animation Powder supposed to not be consumed when you use it? It's fairly cheap, so I assumed it was single-use, but it's not getting consumed when I use it.
The Meaning of Life, the Universe, and Everything.
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hey I was wandering if you can ride instilled loyalty creatures.
Or if not if such a thing could be possible. Say a Jockey enchantment where you can turn instilled loyalty creatures into ride-able mobs. I was thinking of a variation of instilled loyalty where the creature can follow your around or you can ride it and doesn't follow you around or both?
Just a suggestion.
I'm having lots of fun with this mod TY
edit: I really wanted to ride a mist wolf from Twilight Forest but there are plenty of other mobs I'd love to be able to ride. I know that spiders cannot be tamed but there are others like for example golems or Villagers hahah.
hey I was wandering if you can ride instilled loyalty creatures.
Or if not if such a thing could be possible. Say a Jockey enchantment where you can turn instilled loyalty creatures into ride-able mobs. I was thinking of a variation of instilled loyalty where the creature can follow your around or you can ride it and doesn't follow you around or both?
Just a suggestion.
I'm having lots of fun with this mod TY
edit: I really wanted to ride a mist wolf from Twilight Forest but there are plenty of other mobs I'd love to be able to ride. I know that spiders cannot be tamed but there are others like for example golems or Villagers hahah.
Creatures infused with instilled loyalty act like tamed dogs or cats. So no you can't ride them.
i would like to ask if the creature infusion must use jars bcause i have the tardis mod and it allows me to store essentia in the tardis when i activate the "ritual" it starts and the essentia goes in all at once and the particle effects of the essentia goin in dont happen and it doesent work.
You need to pipe in essentia directly for all infusions involving the curative vat. So yes, you need to use jars.
im going to experiment with witching gadgets essentia pump see if i can suck up essential trough mirrors right into the curative vats
i already have the setup but i haven't done one infusion yet i am still setting up the infusion. i put pipes and 4 essentia pumps at each end. it SHOULD suck up essentia from jars or mirrors when the vats needs it. this way you can make a wireless vats
i wish i could check the stability of my matrix . witching gadgets has that abacus but it does not support curative vats/modified matrix
im going to experiment with witching gadgets essentia pump see if i can suck up essential trough mirrors right into the curative vats
i already have the setup but i haven't done one infusion yet i am still setting up the infusion. i put pipes and 4 essentia pumps at each end. it SHOULD suck up essentia from jars or mirrors when the vats needs it. this way you can make a wireless vats
i wish i could check the stability of my matrix . witching gadgets has that abacus but it does not support curative vats/modified matrix
Iv'e done this. The way the Curative Vat draws essentia has some quirks when you use it with the Essentia Pumps.
Basically, the curative Vat applies suction on all 4 inputs for whichever type of essentia it needs at the moment. It doesn't stop until it gets the essentia. Since you can't have a zero-length of pipe (the Pump has a buffer of 1 essentia), this means that you WILL get bad essentia clogging up your pipes (the line of pipe is full of essentia as the last point of essentia enters the vat). You have to include some mechanism to deal with this overflow.
Why are you... requesting a mod in another mod's thread? Although those suggestions would be nice improvements for the jar- don't think all of them are quite feasible, though. (Trapping players is probably completely out of the question.) Also, in my own opinion, the Curative Vat looks like something out of Thaumcraft, especially given the fact that you can see the greatwood planks and alchemical constructs used in the vat as part of the design for the actual model. It certainly doesn't look any more tech-like than the Advanced Alchemical Furnace does, and that's out of vanilla Thaumcraft itself. The cloning is pretty justified by magic- the whole thing with this mod is that if you read the way things are presented in game it makes sense from a magical standpoint. Hell, a lot of what Thaumcraft itself is in addition to its own magic is giving the players ways to do things that would otherwise be done with tech with magic.
You're in no way obligated to like the mod, but coming into its thread and claiming it's missed the point of Thaumcraft completely is pretty blatantly rude.
(Also, I run Thaumcraft and ExtraTiC together just fine, so there may be another mod in your modpack that's crashing it when ExtraTiC is installed- it's not Thaumcraft or any of it's addons, I can tell you that.)
the only tech mod i use is immersive engineering (and immersive integration). the rest is magic, aside from my wip tc/ie crossover addon, and it is awesome
", palatino, serif">RUSTIC
Maybe you could add a reference to fallout and make an item thats stronger than that soap stuf, called warp-x. (Like rad-x but for warp)
That ^^
But still there is already something like that. The Charged Aura Cleaner from ChromatiCraft is capable of preventing all warp induced debuffs and buffs from happening. And in that case I'd say it is even balanced. It's an endgame Item that requires you to complete TC and CC (the latter of wich is extremely work and time intensive to complete). There I think "great power can counter another great power" so it is OK. But an item that can just be created by an infusion and gets rid of all warp effects forever? No thanks.
I been having a lot of fun using this add on and thaumcraft. I was pretty apprehensive at first but it's growing on me and is quite fun.
I really wish I could go full Dr Frankenstein and create chimera monsters that are a made from bits and pieces out of many mobs Like head of chicken, arms of sheep, torso of human, legs of spider. Etc.
It would be really cool if there was some chimera effigy system that you can craft using trapped jars to denominate body parts sort of like
null, trapped chicken, null <head of chicken
trapped sheep, rotten flesh, trapped sheep < hands of sheep body of villager
trapped spider, null, trapped spider <legs of spider
Or maybe something else maybe a sewing machine or how did frankenstein do it. I think he was sewing body parts together. You can use trapped mobs to denominate body parts and for villagers you can just use some other system I don't know.
Fun addon regardless. Is getting quite interesting.
This is really more of a flavor thing than a balance issue, but could you make the meat duping end-negative? given that its supposed to be using victus in place of nutrients to grow meat, it should require more than that meat actually produces even if you centrifuge all the products down.
Other than that, it looks pretty cool, and I love the balance and feel of the mod. It actually fits in with Thaumcraft pretty well.
Well, there IS a mod (not a TC addon) called Necromancy that allows you to create minions using parts such as spider legs, witch heads, enderman torsos, zombie legs, etc. It even uses a sewing machine to make some of the parts. It's not really necromancy, I guess they just couldn't think of a better name.
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
The main problem with Necromancy though is, it was a dead mod resurrected (punz) for 1.7.10.. but with no support since its initial port. I used it for a while, and it was a neat concept but I quickly found that a) the minions you create are quickly outclassed by most modded content (especially if you have Infernal Mobs, they get massacred in no time) and the body parts dropping all over the place got annoying fast. If someone could take that mod's source and make it a Thaumcraft or, perhaps more fittingly, a Blood Magic addon I'd be ecstatic.
I know Necromancy . I find that mod pretty limited since all the body parts are pre designed so no rabbits or any other custom creatures while Thaumic Horizons can in fact jar any mob. If you make a system to steal heads and body parts from any jarred specimen then you can make any combination of monster. Plus I was thinking the monsters could be more like golems except they don't need animation cores but maybe you can use golemancer bel and a leashl on them to connect them to what they have to do. And maybe the head decides what type of golem core it has built in. Animal heads are automatically gather. Insect heads are use. Human heads are sort. Water creature head is decant. Any other human body parts other than head can make the monster run away or turn against you. Haha.
Like you can make body of sheep, head of chicken etc then you leash him near a chest and will pick up items.
Maybe the arms decide what he can or cannot do? Zombie or human arms can pick up stuff. Animal heads make them obedient. Human bodies make them warriors guards. Fish heads make them decant. Human head makes them smart or sort if they have human/zombie arms .
Weird issue with the Liquefaction focus that I've never encountered before. It seems like I can only choose one of either the Excavation or Liquefaction focus from the focus menu. If both foci are outside of the focus pouch, then whichever of the two foci is closest to the bottom-right inventory slot gets precedence. If both foci are in the focus pouch, then whichever focus is closest to the bottom-right slot gets precedence. If one focus is in the focus pouch and the other isn't, then it behaves as if both foci are in the inventory, except the focus pouch takes the place of one of the foci.
What I assume is happening here is that the focus menu code is scanning through the inventory looking for foci, and the Liquefaction Focus and Excavation Focus are getting classed as the same focus for whatever reason. It's only choosing the last one it finds to resolve the conflict.
try enchanting one. differently enchanted foci should have additional code.
I've noticed this, the same thing happens with the Animation focus, the Crafting focus from Automagy, and the Infusion focus from Thaumic Infusion. They all seem to count as the same type of focus, at least before upgrades.
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
Sounds like an excellent reason to always enchant them, even if the enchantments are less than useful.
I don't write long comments often, because I prefer to say what I mean without excess. Please do not assume this means I have little to add to a conversation.
So uh, is Golem Animation Powder supposed to not be consumed when you use it? It's fairly cheap, so I assumed it was single-use, but it's not getting consumed when I use it.
hey I was wandering if you can ride instilled loyalty creatures.
Or if not if such a thing could be possible. Say a Jockey enchantment where you can turn instilled loyalty creatures into ride-able mobs. I was thinking of a variation of instilled loyalty where the creature can follow your around or you can ride it and doesn't follow you around or both?
Just a suggestion.
I'm having lots of fun with this mod TY
edit: I really wanted to ride a mist wolf from Twilight Forest but there are plenty of other mobs I'd love to be able to ride. I know that spiders cannot be tamed but there are others like for example golems or Villagers hahah.
Creatures infused with instilled loyalty act like tamed dogs or cats. So no you can't ride them.
i would like to ask if the creature infusion must use jars bcause i have the tardis mod and it allows me to store essentia in the tardis when i activate the "ritual" it starts and the essentia goes in all at once and the particle effects of the essentia goin in dont happen and it doesent work.
You need to pipe in essentia directly for all infusions involving the curative vat. So yes, you need to use jars.
im going to experiment with witching gadgets essentia pump see if i can suck up essential trough mirrors right into the curative vats
i already have the setup but i haven't done one infusion yet i am still setting up the infusion. i put pipes and 4 essentia pumps at each end. it SHOULD suck up essentia from jars or mirrors when the vats needs it. this way you can make a wireless vats
i wish i could check the stability of my matrix . witching gadgets has that abacus but it does not support curative vats/modified matrix
Iv'e done this. The way the Curative Vat draws essentia has some quirks when you use it with the Essentia Pumps.
Basically, the curative Vat applies suction on all 4 inputs for whichever type of essentia it needs at the moment. It doesn't stop until it gets the essentia. Since you can't have a zero-length of pipe (the Pump has a buffer of 1 essentia), this means that you WILL get bad essentia clogging up your pipes (the line of pipe is full of essentia as the last point of essentia enters the vat). You have to include some mechanism to deal with this overflow.