Well, well, here I was about to link a crash log for the same problem. Thanks for the reminder, BluSunrize - the symptom of this bug is not at all suggestive of its cause, that's why people mistake it for something else.
Anyway, my world now loads correctly with WG loaded. This looks very promising, I'm looking forward to exploring what you've made. I should mention I get a message about missing blocks of the type "aobd:clusterPlatinum" and several other metals while loading my world. I take it you've disabled AOBD's clusters when inserting your own?
Well, well, here I was about to link a crash log for the same problem. Thanks for the reminder, BluSunrize - the symptom of this bug is not at all suggestive of its cause, that's why people mistake it for something else.
Anyway, my world now loads correctly with WG loaded. This looks very promising, I'm looking forward to exploring what you've made. I should mention I get a message about missing blocks of the type "aobd:clusterPlatinum" and several other metals while loading my world. I take it you've disabled AOBD's clusters when inserting your own?
Nope. I'd never do that. I don't meddle with other mods like that. I think it's the other way 'round: AOBD doesn't add it's clusters if others are present.
As such, I'd almost recommend that you use AOBD's instead of mine. While I'm fairly proud of mine, from standpoint of usefulness, AOBD is better =P
Nope. I'd never do that. I don't meddle with other mods like that. I think it's the other way 'round: AOBD doesn't add it's clusters if others are present.
As such, I'd almost recommend that you use AOBD's instead of mine. While I'm fairly proud of mine, from standpoint of usefulness, AOBD is better =P
Neither your mod nor AODB affects Thaumcraft's original native clusters, right? Usually, I don't get them since I tend to do mining and ore-processing with tech mods, but some of TTKami's infusion recipes need them. It would be bad if they didn't work any more.
I don't get the Terrestrial Reformer to work. The description says it needs Terra vis and Essentia appropriate for the biome focus I placed on top of it. I have made a desert focus and placed a relay connection to an energized node with a Terra component, and I have a jar of Ignis essentia nearby. Nothing happens. I also tried pumping the essentia in but the tubes won't connect. And just in case there was a terminology mixup, I also have Terra *essentia*. I've placed both aspects nearby and connected them to the machine in any form that I know of.
I don't get the Terrestrial Reformer to work. The description says it needs Terra vis and Essentia appropriate for the biome focus I placed on top of it. I have made a desert focus and placed a relay connection to an energized node with a Terra component, and I have a jar of Ignis essentia nearby. Nothing happens. I also tried pumping the essentia in but the tubes won't connect. And just in case there was a terminology mixup, I also have Terra *essentia*. I've placed both aspects nearby and connected them to the machine in any form that I know of.
What am I doing wrong?
It connects to Essentia at the bottom, plus it needs Centivis, from Energized nodes.
It connects to Essentia at the bottom, plus it needs Centivis, from Energized nodes.
From the bottom? Well, that isn't exactly intuitive. May I suggest you put that into the Thaumonomicon entry? Now it's working btw.... at least it does something, though I'm not seeing any visible effect yet. The terrain isn't exactly flat.
From the bottom? Well, that isn't exactly intuitive. May I suggest you put that into the Thaumonomicon entry? Now it's working btw.... at least it does something, though I'm not seeing any visible effect yet. The terrain isn't exactly flat.
It's not supposed to flatten or physically manipulate the terrain, it just changes what the biome is according to the game (check the F3 screen).
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Don't you be looking at my signature... It's mine and you can't have it!
Oh I know it isn't supposed to change terrain. That was just the reason why I couldn't see anything for the first two minutes. However, something very strange is happening: I have three 4x4x18 multiblock structures underground in that area which were the reason why I wanted this area to be desert. The machine is now changing everything except exactly where those multiblocks stand, resulting in three 4x4 squares of darker Moor grass within an environment of brown desert grass. Why would that be?
Mekanism's Solar Evaporation Towers. And for some reason, after I placed the Terrestrial Reformer three blocks away from its former position and went exploring for a while, everything was converted, while before nothing had happened for several hours.
Oh, right, the evaporation towers function better in hot climates.
Anyways, if the blocks you needed to be changed LOOK like they haven't, break some tall grass or otherwise cause a block update. It'll make the game check surrounding blocks and go, "Oh, this grass needs to be this biome color," and change it, if the biome did actually change, that is.
Witching Gadgets mod creator. I have thoroughly enjoyed playing with this fantastic mod and have some suggestions for you.
Runic armor- I think it would be great if one could put runic armor on all of the travelers gear items.
Ars Magica Cross Compatibility- Add a AM2 mana discount to the suits of armor or maybe a new suit of armor that combines the two together
Medallion - in the old Legendary Gear 1.5.2 mod, there was a Medallion that could be crafted with a sword, that gave the sword the ability to shoot fire balls when the player sneak right clicks. These medallions could be added to any sword "Even modded ones" and were very useful in combat. I think that it would be fantastic if you could work your magic crystals in to something comparable but more balanced.
Crystallizer - lots of people find collecting crystal shards difficult and it seems i always have trouble finding at least one of the six verities. I would like to see a device that grows Shard clusters, through thaumatic tinkering. I propose that you create a recipe that breaks a shard into six piece, and then placed into a block that has the magic and crystal essentias piped into it, to grow the crystals over time. Then the vis added to the device would determine the crystal type.
All I have is: B:"Enable transmutations"=false. Which means I turned off the whole transmutation aspect of the mod. A bit harsh, no? There's no nugget transmutation specifically.
No, that config options is only for nuggets. It's just a little bit general in it's naming. It will not affect any transmutation but the nugget one.
From the bottom? Well, that isn't exactly intuitive. May I suggest you put that into the Thaumonomicon entry? Now it's working btw.... at least it does something, though I'm not seeing any visible effect yet. The terrain isn't exactly flat.
It's intuitive in the way that there is no horizontal surface on any of the sides. How to you expect a pipe to connect to that? .-.
Oh I know it isn't supposed to change terrain. That was just the reason why I couldn't see anything for the first two minutes. However, something very strange is happening: I have three 4x4x18 multiblock structures underground in that area which were the reason why I wanted this area to be desert. The machine is now changing everything except exactly where those multiblocks stand, resulting in three 4x4 squares of darker Moor grass within an environment of brown desert grass. Why would that be?
Here's a screenshot:
It takes time. It does not target areas it hasn't converted. it targets random blocks, so it might target those it has converted already again (though it will only convert+consume energy where necessary). That's part of the balance concept, since it increases the time required to fully convert an area.
Witching Gadgets mod creator. I have thoroughly enjoyed playing with this fantastic mod and have some suggestions for you.
Runic armor- I think it would be great if one could put runic armor on all of the travelers gear items.
Ars Magica Cross Compatibility- Add a AM2 mana discount to the suits of armor or maybe a new suit of armor that combines the two together
Medallion - in the old Legendary Gear 1.5.2 mod, there was a Medallion that could be crafted with a sword, that gave the sword the ability to shoot fire balls when the player sneak right clicks. These medallions could be added to any sword "Even modded ones" and were very useful in combat. I think that it would be fantastic if you could work your magic crystals in to something comparable but more balanced.
Crystallizer - lots of people find collecting crystal shards difficult and it seems i always have trouble finding at least one of the six verities. I would like to see a device that grows Shard clusters, through thaumatic tinkering. I propose that you create a recipe that breaks a shard into six piece, and then placed into a block that has the magic and crystal essentias piped into it, to grow the crystals over time. Then the vis added to the device would determine the crystal type.
Ideas.........
1) I can't. Thaumcraft does not check TG items for runic protection and I can't make it without extensive ASM modifications to Azanor's code.
2) I don't play with Ars Magica, which is why I never considered any support for it. Also, with it's "irregular" update schedule, supporting it would be quite the logistical challenge.
3) That's a bit overpowered, don't you think? That's a wand focus for that anyway =P
4) custom grown crystals were once on my todo list, but unless someone presents me with a good farming concept and some cool models, it's not gonna happen.
2) I don't play with Ars Magica, which is why I never considered any support for it. Also, with it's "irregular" update schedule, supporting it would be quite the logistical challenge.
3) That's a bit overpowered, don't you think? That's a wand focus for that anyway =P
4) custom grown crystals were once on my todo list, but unless someone presents me with a good farming concept and some cool models, it's not gonna happen.
1. Drat
2. understandable
3. If it is like a wand focus than it dose not alter the balance of the game. So long as it drain vis from a wand or amulet in the inventory it is still following the general idea. It would just eliminate the need to sycle between items.
Well, well, here I was about to link a crash log for the same problem. Thanks for the reminder, BluSunrize - the symptom of this bug is not at all suggestive of its cause, that's why people mistake it for something else.
Anyway, my world now loads correctly with WG loaded. This looks very promising, I'm looking forward to exploring what you've made. I should mention I get a message about missing blocks of the type "aobd:clusterPlatinum" and several other metals while loading my world. I take it you've disabled AOBD's clusters when inserting your own?
Aaaahhhh. My apologies, it was a pretty easy mistake to make. And getting rid of mfr seemed to solve the problem, so I figured it was the problem.
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Nope. I'd never do that. I don't meddle with other mods like that. I think it's the other way 'round: AOBD doesn't add it's clusters if others are present.
As such, I'd almost recommend that you use AOBD's instead of mine. While I'm fairly proud of mine, from standpoint of usefulness, AOBD is better =P
Neither your mod nor AODB affects Thaumcraft's original native clusters, right? Usually, I don't get them since I tend to do mining and ore-processing with tech mods, but some of TTKami's infusion recipes need them. It would be bad if they didn't work any more.
I don't get the Terrestrial Reformer to work. The description says it needs Terra vis and Essentia appropriate for the biome focus I placed on top of it. I have made a desert focus and placed a relay connection to an energized node with a Terra component, and I have a jar of Ignis essentia nearby. Nothing happens. I also tried pumping the essentia in but the tubes won't connect. And just in case there was a terminology mixup, I also have Terra *essentia*. I've placed both aspects nearby and connected them to the machine in any form that I know of.
What am I doing wrong?
It connects to Essentia at the bottom, plus it needs Centivis, from Energized nodes.
From the bottom? Well, that isn't exactly intuitive. May I suggest you put that into the Thaumonomicon entry? Now it's working btw.... at least it does something, though I'm not seeing any visible effect yet. The terrain isn't exactly flat.
It's not supposed to flatten or physically manipulate the terrain, it just changes what the biome is according to the game (check the F3 screen).
Oh I know it isn't supposed to change terrain. That was just the reason why I couldn't see anything for the first two minutes. However, something very strange is happening: I have three 4x4x18 multiblock structures underground in that area which were the reason why I wanted this area to be desert. The machine is now changing everything except exactly where those multiblocks stand, resulting in three 4x4 squares of darker Moor grass within an environment of brown desert grass. Why would that be?
Here's a screenshot:
Very odd. What mod/what are the multblocks?
Mekanism's Solar Evaporation Towers. And for some reason, after I placed the Terrestrial Reformer three blocks away from its former position and went exploring for a while, everything was converted, while before nothing had happened for several hours.
Oh, right, the evaporation towers function better in hot climates.
Anyways, if the blocks you needed to be changed LOOK like they haven't, break some tall grass or otherwise cause a block update. It'll make the game check surrounding blocks and go, "Oh, this grass needs to be this biome color," and change it, if the biome did actually change, that is.
Witching Gadgets mod creator. I have thoroughly enjoyed playing with this fantastic mod and have some suggestions for you.
Runic armor- I think it would be great if one could put runic armor on all of the travelers gear items.
Ars Magica Cross Compatibility- Add a AM2 mana discount to the suits of armor or maybe a new suit of armor that combines the two together
Medallion - in the old Legendary Gear 1.5.2 mod, there was a Medallion that could be crafted with a sword, that gave the sword the ability to shoot fire balls when the player sneak right clicks. These medallions could be added to any sword "Even modded ones" and were very useful in combat. I think that it would be fantastic if you could work your magic crystals in to something comparable but more balanced.
Crystallizer - lots of people find collecting crystal shards difficult and it seems i always have trouble finding at least one of the six verities. I would like to see a device that grows Shard clusters, through thaumatic tinkering. I propose that you create a recipe that breaks a shard into six piece, and then placed into a block that has the magic and crystal essentias piped into it, to grow the crystals over time. Then the vis added to the device would determine the crystal type.
Ideas.........
No, that config options is only for nuggets. It's just a little bit general in it's naming. It will not affect any transmutation but the nugget one.
It's intuitive in the way that there is no horizontal surface on any of the sides. How to you expect a pipe to connect to that? .-.
It takes time. It does not target areas it hasn't converted. it targets random blocks, so it might target those it has converted already again (though it will only convert+consume energy where necessary). That's part of the balance concept, since it increases the time required to fully convert an area.
1) I can't. Thaumcraft does not check TG items for runic protection and I can't make it without extensive ASM modifications to Azanor's code.
2) I don't play with Ars Magica, which is why I never considered any support for it. Also, with it's "irregular" update schedule, supporting it would be quite the logistical challenge.
3) That's a bit overpowered, don't you think? That's a wand focus for that anyway =P
4) custom grown crystals were once on my todo list, but unless someone presents me with a good farming concept and some cool models, it's not gonna happen.
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2) I don't play with Ars Magica, which is why I never considered any support for it. Also, with it's "irregular" update schedule, supporting it would be quite the logistical challenge.
3) That's a bit overpowered, don't you think? That's a wand focus for that anyway =P
4) custom grown crystals were once on my todo list, but unless someone presents me with a good farming concept and some cool models, it's not gonna happen.
1. Drat
2. understandable
3. If it is like a wand focus than it dose not alter the balance of the game. So long as it drain vis from a wand or amulet in the inventory it is still following the general idea. It would just eliminate the need to sycle between items.
4. sad face.
Just a suggestion.
Could you allow the primordial gauntlet to use wand foci??
Nope, because that's not what it's designed for ^^
How the heck do I use the Primordial Gauntlet?
Anyone here?
It can hold and use 5 Infused Gems at once. It also requires a node in order to charge the Infused Gems.