The Meaning of Life, the Universe, and Everything.
Join Date:
5/28/2012
Posts:
95
Member Details
Hey, I have something I'm working on and could use some help. I want to utilize the unique nature of essentia pipes, and make a really cool essentia transport system.
The second picture is of a state loop that disables all but one of the essentia valves, allowing the system to automatically clear itself out.
How this ends up is if it gets to an essentia type that is in teh system, it has a certain amount of time to flush it into whatever paths are available, which automatically close if full. If there are no paths open I want a terminus point that centrifuges it until there is a place to put the stuff. I may have to use vis readers pointed at essentia buffers and override the current state to the matching essentia paths. Any ideas?
Well gentlemen, I present: The Essentia Distillery! A Pipe System that will centrifuge essentia until it reaches the desired type, removing any by-product essentia from the Pipes.
How this works, is you pipe in essentia that you want to break down into X component essentia (In this case, Messis to Victus,) on the left side of the structure, and at the end, you can retrieve the X component essentia that you want, Voiding other essentias along the way.
I made all this just so the beef in the cow farm on the left could be used to make Enchanter's Concentrate automatically. In creative mode. I didn't even use an infinity jar attached to the lamp of fertility, that's how much I love making automated stuff in Thaumcraft.
Did you by any change create a magical automated modding device?
You update the mod really fast.
I wouldn't be surprised!
Edit: Also, not that I'm complaining, but what's the deal with all the extra research to the left of the redcrystal? Like the Advanced Node Jarring, that is. Infact, I swear I had that idea myself, but just dismissed the idea as 'not going to happen'. Well, so much for that.
The Meaning of Life, the Universe, and Everything.
Join Date:
5/28/2012
Posts:
95
Member Details
I've used golems too much, I wanted to limit myself and truly utilize the thaumcraft pipes. As of right now it no longer cycles, it detects what essence is in the alembics and opens the correct channel.
Quick question: The Thaumonomicon entry for the Signum Entia says that the Ocula Anima can be attuned either to specific humans or to all humans in general. How do I attune it to all humans? Using it on a player just seems to attune it to that player.
Edit: Nevermind, tried actually putting it in the Signum Entia and the checkbox appeared!
I can't get the Dimentional Lure to work on a server I play on.I built all the runed obsidian, 4 mob runes and placed it at the correct height (blaze, slime, and 2 ghast). I then activated the lure and the runed obsidian got set on fire then when I went to activate the nether mind part it said not high enough and that there is no active lure. I even had a node with 5 centivis of everything connected with relays. I then tested the same exact setup in sp creative and it worked. I've even lowered and raised it several times and used just 1 block hanging down from nether mind like the in lure picture of it and used 3 blocks hanging down like in the nether mind picture, I've basically tried it all and ran out of ideas. When I replaced the ghast runes it just said dimentional lure is not active instead of that and not high enough.
Is it some how bugged on a server but not in sp? or any advice on how to get it to work? There is nothing in google search about it.
I can't get the Dimentional Lure to work on a server I play on.I built all the runed obsidian, 4 mob runes and placed it at the correct height (blaze, slime, and 2 ghast). I then activated the lure and the runed obsidian got set on fire then when I went to activate the nether mind part it said not high enough and that there is no active lure. I even had a node with 5 centivis of everything connected with relays. I then tested the same exact setup in sp creative and it worked. I've even lowered and raised it several times and used just 1 block hanging down from nether mind like the in lure picture of it and used 3 blocks hanging down like in the nether mind picture, I've basically tried it all and ran out of ideas. When I replaced the ghast runes it just said dimentional lure is not active instead of that and not high enough.
Is it some how bugged on a server but not in sp? or any advice on how to get it to work? There is nothing in google search about it.
There are several possible reasons the Nethermind might not activate. I'm not 100% sure which message you saw, but here are the ones that sound like they might be relevant:
"The Nethermind cannot be activated so close to the bottom of the world."
The Y level of the Nethermind block is too low.
"Additional distance between the Nethermind and Lure is required by the chosen runes."
You're using creature-specifying runes that require more distance between the Nethermind block and the Lure in order for the structure to function. (Currently applies only to ghasts.)
"Nethermind activation failed. Creature-specifying runes require an active Dimensional Lure."
An active Dimensional Lure could not be found directly below the Nethermind block within the acceptable ranges. If the distance between the Lure and the Nethermind is either too great or too small, the Nethermind won't find it. From the Thaumonomicon: "The Dimensional Lure block must be placed between six and ten blocks below the Nethermind with no solid blocks between them."
I'm not sure what you're referring to when you mention "just 1 block hanging down from nether mind like the in lure picture of it " vs "3 blocks hanging down like in the nether mind picture", so I think there's some confusion here. My guess, then, is that the problem is you put your Dimensional Lure outside the range of 6-10 blocks (or 8-10 blocks if using the ghast rune) below the Nethermind block.
Lycanites Mobs adds "Goo" and "Pure Lava" liquids.
Both of these have liquid "blocks", but while in the thirsty tank it shows the black'n'white checkerboard texture. They do have proper "still" and "flowing" textures.
"Nethermind activation failed. Creature-specifying runes require an active Dimensional Lure."
An active Dimensional Lure could not be found directly below the Nethermind block within the acceptable ranges. If the distance between the Lure and the Nethermind is either too great or too small, the Nethermind won't find it. From the Thaumonomicon: "The Dimensional Lure block must be placed between six and ten blocks below the Nethermind with no solid blocks between them."
I'm having a similar issue, though I'm not sure why. I've built mine with an 8 block distance between the Lure and the Nethermind. I've 4 blaze runes on the nethermind structure. Enough centi-vis and jars of essentia for summoning. No solids in between. The layout of the basic runes is correct. And I get the above. Also, when I try it with ghast runes, I get the distance message as well, also with 8 blocks of air in between.
So the issue I'm having really, though, is I can build this 200 blocks east of my base and it works fine. I build it in other worlds I use for testing and whatnot, works fine. Seems this one particular spot doesn't like to work.
I had a thought, and a hunch, and I was correct. And this might help out Griffon as well.
Griffon, do you have any Arcane Lamps nearby? If you have one within range of your construct, the "secondary" light sources it gives off will interfere with the Lure/Nethermind construct. In the old days we could kinda sorta see each light source but now you kinda haveta guess where they are. But each one still counts as a block, albeit one we can walk through. They are suppose to be reading as air blocks, but appear not to be. Your best bet is to remove any lamps within 16 blocks of your construct. The secondary light sources will die out quickly after. I'm about 98% sure this is your issue, since it was also mine.
Edit: Striking out something I said to prevent misconceptions.
No, that's psychadelicraft or whatever it's called.
Profile pic by Cheshirette c:
Thank you so much! That really confused me.
Version 0.25 has been released.
Automagy for Thaumcraft 5 and 4.2 - Automation, Logistics, and Other Toys
Hey, I have something I'm working on and could use some help. I want to utilize the unique nature of essentia pipes, and make a really cool essentia transport system.
The second picture is of a state loop that disables all but one of the essentia valves, allowing the system to automatically clear itself out.
How this ends up is if it gets to an essentia type that is in teh system, it has a certain amount of time to flush it into whatever paths are available, which automatically close if full. If there are no paths open I want a terminus point that centrifuges it until there is a place to put the stuff. I may have to use vis readers pointed at essentia buffers and override the current state to the matching essentia paths. Any ideas?
Well gentlemen, I present: The Essentia Distillery! A Pipe System that will centrifuge essentia until it reaches the desired type, removing any by-product essentia from the Pipes.
How this works, is you pipe in essentia that you want to break down into X component essentia (In this case, Messis to Victus,) on the left side of the structure, and at the end, you can retrieve the X component essentia that you want, Voiding other essentias along the way.
I made all this just so the beef in the cow farm on the left could be used to make Enchanter's Concentrate automatically. In creative mode. I didn't even use an infinity jar attached to the lamp of fertility, that's how much I love making automated stuff in Thaumcraft.
Did you by any change create a magical automated modding device?
You update the mod really fast.
I wouldn't be surprised!
Edit: Also, not that I'm complaining, but what's the deal with all the extra research to the left of the redcrystal? Like the Advanced Node Jarring, that is. Infact, I swear I had that idea myself, but just dismissed the idea as 'not going to happen'. Well, so much for that.
I've used golems too much, I wanted to limit myself and truly utilize the thaumcraft pipes. As of right now it no longer cycles, it detects what essence is in the alembics and opens the correct channel.
Quick question: The Thaumonomicon entry for the Signum Entia says that the Ocula Anima can be attuned either to specific humans or to all humans in general. How do I attune it to all humans? Using it on a player just seems to attune it to that player.
Edit: Nevermind, tried actually putting it in the Signum Entia and the checkbox appeared!
Request: Let us place the Amnesiac Above (or next to) a brain in a jar as well.
That way the new xp farm contraption will work with Thaumic Horizon's Soul Sieve a some other jar-feeding mod items.
I can't get the Dimentional Lure to work on a server I play on.I built all the runed obsidian, 4 mob runes and placed it at the correct height (blaze, slime, and 2 ghast). I then activated the lure and the runed obsidian got set on fire then when I went to activate the nether mind part it said not high enough and that there is no active lure. I even had a node with 5 centivis of everything connected with relays. I then tested the same exact setup in sp creative and it worked. I've even lowered and raised it several times and used just 1 block hanging down from nether mind like the in lure picture of it and used 3 blocks hanging down like in the nether mind picture, I've basically tried it all and ran out of ideas. When I replaced the ghast runes it just said dimentional lure is not active instead of that and not high enough.
Is it some how bugged on a server but not in sp? or any advice on how to get it to work? There is nothing in google search about it.
There are several possible reasons the Nethermind might not activate. I'm not 100% sure which message you saw, but here are the ones that sound like they might be relevant:
"The Nethermind cannot be activated so close to the bottom of the world."
The Y level of the Nethermind block is too low.
"Additional distance between the Nethermind and Lure is required by the chosen runes."
You're using creature-specifying runes that require more distance between the Nethermind block and the Lure in order for the structure to function. (Currently applies only to ghasts.)
"Nethermind activation failed. Creature-specifying runes require an active Dimensional Lure."
An active Dimensional Lure could not be found directly below the Nethermind block within the acceptable ranges. If the distance between the Lure and the Nethermind is either too great or too small, the Nethermind won't find it. From the Thaumonomicon: "The Dimensional Lure block must be placed between six and ten blocks below the Nethermind with no solid blocks between them."
I'm not sure what you're referring to when you mention "just 1 block hanging down from nether mind like the in lure picture of it " vs "3 blocks hanging down like in the nether mind picture", so I think there's some confusion here. My guess, then, is that the problem is you put your Dimensional Lure outside the range of 6-10 blocks (or 8-10 blocks if using the ghast rune) below the Nethermind block.
Automagy for Thaumcraft 5 and 4.2 - Automation, Logistics, and Other Toys
Lycanites Mobs adds "Goo" and "Pure Lava" liquids.
Both of these have liquid "blocks", but while in the thirsty tank it shows the black'n'white checkerboard texture. They do have proper "still" and "flowing" textures.
They otherwise work fine with the tank.
I would like to use this mod in a pack that I plan to release to the public called brutalcraft. Is that okay with you?
Please keep all modpack requests in PMs. Thanks.
Automagy for Thaumcraft 5 and 4.2 - Automation, Logistics, and Other Toys
I'm having a similar issue, though I'm not sure why. I've built mine with an 8 block distance between the Lure and the Nethermind. I've 4 blaze runes on the nethermind structure. Enough centi-vis and jars of essentia for summoning. No solids in between. The layout of the basic runes is correct. And I get the above. Also, when I try it with ghast runes, I get the distance message as well, also with 8 blocks of air in between.So the issue I'm having really, though, is I can build this 200 blocks east of my base and it works fine. I build it in other worlds I use for testing and whatnot, works fine. Seems this one particular spot doesn't like to work.I had a thought, and a hunch, and I was correct. And this might help out Griffon as well.
Griffon, do you have any Arcane Lamps nearby? If you have one within range of your construct, the "secondary" light sources it gives off will interfere with the Lure/Nethermind construct. In the old days we could kinda sorta see each light source but now you kinda haveta guess where they are.
But each one still counts as a block, albeit one we can walk through.They are suppose to be reading as air blocks, but appear not to be. Your best bet is to remove any lamps within 16 blocks of your construct. The secondary light sources will die out quickly after. I'm about 98% sure this is your issue, since it was also mine.Edit: Striking out something I said to prevent misconceptions.
You can modify chickens so that, instead of laying eggs, they lay live bees. Dwarf Fortress: crimes against nature simulator.
I'm really impressed by this mod. The quality and usefulness are both top notch. Thanks!
Thank you, Goncyn!
@WalkerRiley Hmm, that's odd. Those blocks are classed as "air" and should be ignored. I'll have to look into it.
Automagy for Thaumcraft 5 and 4.2 - Automation, Logistics, and Other Toys
Automagy for Thaumcraft 5 and 4.2 - Automation, Logistics, and Other Toys