No, now you have to use tubes if I recall correctly.
Dang...that's three sets of mirrors I'll never end up using then, what a waste. -.-
The pipes are probably my only gripe about TC in general, it's really very difficult to make a compact design that's also accessible for maintenance without having to tear the whole thing out. There are times I like the fidgety aspects of alchemy and essentia distillation, fussing with valves and labels to get the suction to behave, it really lends an image of an almost magipunk feel, where "science" is borderline, unrefined and inexact with a lot of homeade and questionable contraptions. But there are times when I wish I could just get stuff done and not have to be on standy-by when I'm just processing the inventory overflow from my farms. Multistep processes require huge amounts of space and/or produce huge excesses of resources that simply have to be voided...it just seems...inefficient.
I'm just a pack rat, one of those players who will stuff those extra three stacks of dirt in a chest because "YOU NEVER KNOW". With alchemy as it stands I see potential resources being lost when I have to void things and it peeves me, it makes me wish there were more uses for the extremely common forms of essentia such as Terra or Aer, which are a byproduct of nearly every alchemical process with little to no use whatsoever.
I'm sure this has probably come up in the past, but what if there was a way to combine simpler forms of essentia to more complex ones with the use of a catalyst? Maybe with a modified multiblock structure based off the thaumatorium, which already uses multiple piped aspects with a catalyst to create items to instead create complex essentia. I'd think the catalyst itself should be something that takes effort to get ahold of like permutatio (exchange) or vinculum (binding), which would add additional depth and demand to ore like amber, whose only real calling (that I've encountered so far) is creating lamps and maybe guard golem cores? Not that much, compared to the demand permutatio (and therefore cinnabar) has in vanilla TC. Even if the essentia doesn't like being combined in this way and produces flux/warp to combat the prospect of over producing through this method I still think it would be a fun alternative to simply voiding unwanted aspects.
Or maybe the ability to create elemental shards in a thaumatorium with a block of nether quartz, corresponding primal and praecantatio? Nether quartz itself seems like a good candidate because it already has vitreus, which is contained in the elemental shards and may indicate they're of a similar nature, along with potentia - if they're already capable of conducting energy, even in "mundane" use with redstone contraptions, why not primal/thaumaturgical applications? It's difficult to automatically gather with the bore in the nether because of all the lava, but because of their typically large vein size I don't think asking for a block is unreasonable. 40 quartz + essentia per 10 shards seem too easy? What do you guys think?
My whole train of thought kind of took a detour, lol, but I'm just throwing suggestions out there. I'd love to see some more efficiency and utility in the name of alchemy.
Also, has anyone tried to breed nodes purely for decoration? I LOVE their multilayered colors and combinations, but I'm not even to the point where I have a vis network, let alone the free time/space to try to mess with nodes for fun.
The Meaning of Life, the Universe, and Everything.
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Here it is everyone! The final product! it took me a while, but it's done now. 4 boilers providing for the whole thing, all working perfectly.
Disclaimer:
If you build one of these, make sure you know what you're doing, as it DOES create fibrous taint if you're not careful, or build it wrong. The flux goo and gas are VOLATILE. They WILL eat through some materials, so you better line your boilers in asbestos or something. If it's organic, I'm pretty sure it won't work. This includes carpenter's blocks, as they're made of wood.
Here it is everyone! The final product! it took me a while, but it's done now. 4 boilers providing for the whole thing, all working perfectly.
Disclaimer:
If you build one of these, make sure you know what you're doing, as it DOES create fibrous taint if you're not careful, or build it wrong. The flux goo and gas are VOLATILE. They WILL eat through some materials, so you better line your boilers in asbestos or something. If it's organic, I'm pretty sure it won't work. This includes carpenter's blocks, as they're made of wood.
Sorry for double posting but seriously any ideas what happened ?
-I just made a research from research fragments , it said right click , I saw golem visor . I thought i solved teh research ( but i saw wrong ) and i thought maybe these special researches are different , so I checked the thaumonomicon . I was that 7 golem upgrades appeared , in a shape that can be bought and no price was to see. I clicked them all and they all unlocked . Moments later I saw my mistake and got the golem visor research , but I cannot use it now and being a no-cheat obsessive person , this bug or whatever drove me crazy . Can I take those researches back in config menu or anything ? Was this a bug ? Whats going on help please .-
I had the same thing happen to me on my non-forbidden world. I'd completed all the research that I could outside of forbidden research, and started using fragments. Lo and behold, got me a spiffy piece of forbidden research (Nine hells focus) that was already visible to me that I had deliberately not researched. My guess is that it will give you the research notes randomly for anything that you haven't completed the research for, be they hidden research or not.
Far as I know, once the fragments are combined to get a research note, that's it. The fragments are gone. It pays to scroll around to make sure you've done everything you can before using those fragments. Really wish there was a zoom or a list function to the Thaumanomicon to help keep track of research opportunities.
Ketttle helmet: protects eyesight from rain. Protects better from missiles, falling from high parabolic trajectoryes. Protects eyesight from sunrays. Very handy archery and crossbowing wear. Even now, with all those rifles and miniguns panama hat, that seconds the shapes of kettle helmet is very handy vear for far-ranged shooting.
Ketttle helmet: protects eyesight from rain. Protects better from missiles, falling from high parabolic trajectoryes. Protects eyesight from sunrays. Very handy archery and crossbowing wear. Even now, with all those rifles and miniguns panama hat, that seconds the shapes of kettle helmet is very handy vear for far-ranged shooting.
Dang...that's three sets of mirrors I'll never end up using then, what a waste. -.-
Yeah, essentia mirrors are much less useful these days. I've got one from my main distillery and one from my netherwart farm. I will say that with directional pipes and the new buffers, distillation can be made a fair bit simpler than it used to be.
I'm just a pack rat, one of those players who will stuff those extra three stacks of dirt in a chest because "YOU NEVER KNOW". With alchemy as it stands I see potential resources being lost when I have to void things and it peeves me, it makes me wish there were more uses for the extremely common forms of essentia such as Terra or Aer, which are a byproduct of nearly every alchemical process with little to no use whatsoever.
I'm a recovering pack rat myself. (And I used those stacks of dirt for my bean farm! :-) ) But for essentia, I've finally realized that some aspects are common and rarely-used enough, that it's easier just to void excess and distill or centrifuge more when needed. And in nearly all cases, the feedstocks stack more densely than the essentia. The crystallizer also helps deal with those odd few points of whatever left after an infusion, not to mention distilling mob and fishing loot..
I'm sure this has probably come up in the past, but what if there was a way to combine simpler forms of essentia to more complex ones with the use of a catalyst?
A common suggestion, with even worse prospects than shard manufacture (see below). The inability to combine essentias is one of the major balance limits for the mod.
Or maybe the ability to create elemental shards in a thaumatorium with a block of nether quartz, corresponding primal and praecantatio?
Yup, it's been suggested -- I was involved the last go-round. The problem is that shards are the most significant non-renewable resource left in Minecraft -- amber and cinnabar are both vastly oversupplied for any potential use. (Even without mana beans, there just aren't that many recipes using permutatio and vinculum, in contrast to shards that go into everything.) While shards are common, the biome biases at least make stocking the right aspects non-trivial.
Also, has anyone tried to breed nodes purely for decoration? I LOVE their multilayered colors and combinations, but I'm not even to the point where I have a vis network, let alone the free time/space to try to mess with nodes for fun.
I haven't -- I do like the idea of decorations that can only be seen by fellow thaumaturges, but nodes show through walls and floors, which is a bit awkward.
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I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
Yup, it's been suggested -- I was involved the last go-round. The problem is that shards are the most significant non-renewable resource left in Minecraft -- amber and cinnabar are both vastly oversupplied for any potential use. (Even without mana beans, there just aren't that many recipes using permutatio and vinculum, in contrast to shards that go into everything.) While shards are common, the biome biases at least make stocking the right aspects non-trivial.
Actually I find amber more limiting than shards in general. It doesn't take too many Arcane Lamps to chew it up and Arcane Lamps are great both for ease of placement and, with builds, looks. I have enough shards in general although from time to time I do run short of a specific type. Admittedly I could do without Arcane Lamps much more easily than many of the shard products, so it's a more serious limitation.
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Actually I find amber more limiting than shards in general. It doesn't take too many Arcane Lamps to chew it up and Arcane Lamps are great both for ease of placement and, with builds, looks. I have enough shards in general although from time to time I do run short of a specific type. Admittedly I could do without Arcane Lamps much more easily than many of the shard products, so it's a more serious limitation.
Yeah, but amber is all over the place, both exposed on the surface and in shallow caves. Of course, I do a fair bit of mining, with Fortune III to multiply it, and I don't use that many lamps -- one covers my base, another couple or three for farms and such, and I carry a few for barrows, dungeons, and the like.
At 4 shards per 32-block square, just how much of the landscape are you lighting up? I actually like having a dark field outside my base, so mobs come toodling up to my doors to be killed.
(A tip: If you place wooden doors sideways, it seriously confuses mob pathfinding. Zombies wait patiently outside the door without knocking, skellies likewise (they leave when you open the door), and I've even seen creepers walk right past an open door in front of me. Not that I trust in that last bit, I usually snipe creepers from the roof.)
Rollback Post to RevisionRollBack
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
Yeah, but amber is all over the place, both exposed on the surface and in shallow caves. Of course, I do a fair bit of mining, with Fortune III to multiply it, and I don't use that many lamps -- one covers my base, another couple or three for farms and such, and I carry a few for barrows, dungeons, and the like.
At 4 shards per 32-block square, just how much of the landscape are you lighting up? I actually like having a dark field outside my base, so mobs come toodling up to my doors to be killed.
(A tip: If you place wooden doors sideways, it seriously confuses mob pathfinding. Zombies wait patiently outside the door without knocking, skellies likewise (they leave when you open the door), and I've even seen creepers walk right past an open door in front of me. Not that I trust in that last bit, I usually snipe creepers from the roof.)
I don't get *that* much from the surface, because rock isn't exposed *that* much. And shards show up at the surface too.
Right now I have a couple lighting up a village, a set of 8 I used to light up a ravine complex under the village, and another set of 8 I used to light up a Nether Fortress. I could squeeze out another set of 8, which I could use up in another hour or so of caving under that village, but being packratty, I'm saving my last batch. They're most useful, I find, for underground lighting because they can light up places before you get to them.
I actually prefer *not* having mobs wander up to my bases but one of my bases is next to a mod biome with lots of ice and melted ice is a real headache. I'd light up around the village but I need to light underneath first as the zombies down there are freaking out the villagers (yes, even 8 wasn't enough, because of the 3-D aspect).
If I weren't using them for lighting adventure areas, yes, I'd have enough.
In 1.6.4, I had a villager wizard that sold shards and obviously I had *plenty* of them. I don't know if that still happens in 1.7 - I've opened about 10 trades so far and not yet seen it. I've never seen a wizard sell amber, though.
Rollback Post to RevisionRollBack
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Zeno 410: It does sound like you're using Arcane Lamps much more heavily than I am.
Rollback Post to RevisionRollBack
I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
Thanks I've been considering adding an alumentum factory in the aqua corner, as it's mostly unused. It would feed off of the ignis, potentia, and perdito created by the machine. The only issue is the wood necessary for charcoal I'd have to add a tree farm somewhere... Which I don't really want to do.
Some more questions on this. What are you using to fuel it? I saw a pic of a cauldron in there, but what are you feeding into it to generate the initial flux? again, been a while, so might be missing something obvious. Any chance of some pics of the slime-handling part?
Edit: saw some in the old album, still a bit confused though. Again, what fills the crucible? drops from the slimes? and do they just fall off the crucible into the death or are you pushing them or something? Why do you need 4 boilers? are you seperating the drops or something?
Also, any word on how long til the wand focus upgrade system comes out? Not trying to nag, just curious, and this is a long thread... and it looks pretty awesome ^ ^
Here it is everyone! The final product! it took me a while, but it's done now. 4 boilers providing for the whole thing, all working perfectly.
Disclaimer:
If you build one of these, make sure you know what you're doing, as it DOES create fibrous taint if you're not careful, or build it wrong. The flux goo and gas are VOLATILE. They WILL eat through some materials, so you better line your boilers in asbestos or something. If it's organic, I'm pretty sure it won't work. This includes carpenter's blocks, as they're made of wood.
In 1.6.4, I had a villager wizard that sold shards and obviously I had *plenty* of them. I don't know if that still happens in 1.7 - I've opened about 10 trades so far and not yet seen it. I've never seen a wizard sell amber, though.
I think there's always a trade where they sell shards I've gotten them in 1.7.10 worlds. They won't sell amber though, they buy it.
Okay, another question: is it possible to get Silver Caps with Thaumcraft 4.2.1.4 alone?
Were they removed? Do they require other mods?
Because NEI says there is no such item, neither Inert nor Charged. =\
The silver and copper caps appear of you have another mod that adds them. I think it's just for completeness though, they aren't very good. Inferior to gold.
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You want a farm, you grab a hoe. You want a boat, you grab some wood. You want a fireplace, you grab A FLAMING HELL-BOULDER BECAUSE THAT'S HOW MINECRAFTERS ROLL!!!
Dang...that's three sets of mirrors I'll never end up using then, what a waste. -.-
The pipes are probably my only gripe about TC in general, it's really very difficult to make a compact design that's also accessible for maintenance without having to tear the whole thing out. There are times I like the fidgety aspects of alchemy and essentia distillation, fussing with valves and labels to get the suction to behave, it really lends an image of an almost magipunk feel, where "science" is borderline, unrefined and inexact with a lot of homeade and questionable contraptions. But there are times when I wish I could just get stuff done and not have to be on standy-by when I'm just processing the inventory overflow from my farms. Multistep processes require huge amounts of space and/or produce huge excesses of resources that simply have to be voided...it just seems...inefficient.
I'm just a pack rat, one of those players who will stuff those extra three stacks of dirt in a chest because "YOU NEVER KNOW". With alchemy as it stands I see potential resources being lost when I have to void things and it peeves me, it makes me wish there were more uses for the extremely common forms of essentia such as Terra or Aer, which are a byproduct of nearly every alchemical process with little to no use whatsoever.
I'm sure this has probably come up in the past, but what if there was a way to combine simpler forms of essentia to more complex ones with the use of a catalyst? Maybe with a modified multiblock structure based off the thaumatorium, which already uses multiple piped aspects with a catalyst to create items to instead create complex essentia. I'd think the catalyst itself should be something that takes effort to get ahold of like permutatio (exchange) or vinculum (binding), which would add additional depth and demand to ore like amber, whose only real calling (that I've encountered so far) is creating lamps and maybe guard golem cores? Not that much, compared to the demand permutatio (and therefore cinnabar) has in vanilla TC. Even if the essentia doesn't like being combined in this way and produces flux/warp to combat the prospect of over producing through this method I still think it would be a fun alternative to simply voiding unwanted aspects.
Or maybe the ability to create elemental shards in a thaumatorium with a block of nether quartz, corresponding primal and praecantatio? Nether quartz itself seems like a good candidate because it already has vitreus, which is contained in the elemental shards and may indicate they're of a similar nature, along with potentia - if they're already capable of conducting energy, even in "mundane" use with redstone contraptions, why not primal/thaumaturgical applications? It's difficult to automatically gather with the bore in the nether because of all the lava, but because of their typically large vein size I don't think asking for a block is unreasonable. 40 quartz + essentia per 10 shards seem too easy? What do you guys think?
My whole train of thought kind of took a detour, lol, but I'm just throwing suggestions out there. I'd love to see some more efficiency and utility in the name of alchemy.
Also, has anyone tried to breed nodes purely for decoration? I LOVE their multilayered colors and combinations, but I'm not even to the point where I have a vis network, let alone the free time/space to try to mess with nodes for fun.
the video should actually be up today.
Disclaimer:
If you build one of these, make sure you know what you're doing, as it DOES create fibrous taint if you're not careful, or build it wrong. The flux goo and gas are VOLATILE. They WILL eat through some materials, so you better line your boilers in asbestos or something. If it's organic, I'm pretty sure it won't work. This includes carpenter's blocks, as they're made of wood.
Anyways, hope you enjoy it!
Corruption Engine Mk II: http://imgur.com/a/ULaGu
Why archers have always kettle hats ? Nice work!
I'm pretty sure this is how Midgar got founded.
I had the same thing happen to me on my non-forbidden world. I'd completed all the research that I could outside of forbidden research, and started using fragments. Lo and behold, got me a spiffy piece of forbidden research (Nine hells focus) that was already visible to me that I had deliberately not researched. My guess is that it will give you the research notes randomly for anything that you haven't completed the research for, be they hidden research or not.
Far as I know, once the fragments are combined to get a research note, that's it. The fragments are gone. It pays to scroll around to make sure you've done everything you can before using those fragments. Really wish there was a zoom or a list function to the Thaumanomicon to help keep track of research opportunities.
Ketttle helmet: protects eyesight from rain. Protects better from missiles, falling from high parabolic trajectoryes. Protects eyesight from sunrays. Very handy archery and crossbowing wear. Even now, with all those rifles and miniguns panama hat, that seconds the shapes of kettle helmet is very handy vear for far-ranged shooting.
Still, the faceplate disturbs the eye sight.
Yeah, essentia mirrors are much less useful these days. I've got one from my main distillery and one from my netherwart farm. I will say that with directional pipes and the new buffers, distillation can be made a fair bit simpler than it used to be.
I'm a recovering pack rat myself. (And I used those stacks of dirt for my bean farm! :-) ) But for essentia, I've finally realized that some aspects are common and rarely-used enough, that it's easier just to void excess and distill or centrifuge more when needed. And in nearly all cases, the feedstocks stack more densely than the essentia. The crystallizer also helps deal with those odd few points of whatever left after an infusion, not to mention distilling mob and fishing loot..
A common suggestion, with even worse prospects than shard manufacture (see below). The inability to combine essentias is one of the major balance limits for the mod.
Yup, it's been suggested -- I was involved the last go-round. The problem is that shards are the most significant non-renewable resource left in Minecraft -- amber and cinnabar are both vastly oversupplied for any potential use. (Even without mana beans, there just aren't that many recipes using permutatio and vinculum, in contrast to shards that go into everything.) While shards are common, the biome biases at least make stocking the right aspects non-trivial.
I haven't -- I do like the idea of decorations that can only be seen by fellow thaumaturges, but nodes show through walls and floors, which is a bit awkward.
Actually I find amber more limiting than shards in general. It doesn't take too many Arcane Lamps to chew it up and Arcane Lamps are great both for ease of placement and, with builds, looks. I have enough shards in general although from time to time I do run short of a specific type. Admittedly I could do without Arcane Lamps much more easily than many of the shard products, so it's a more serious limitation.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Yeah, but amber is all over the place, both exposed on the surface and in shallow caves. Of course, I do a fair bit of mining, with Fortune III to multiply it, and I don't use that many lamps -- one covers my base, another couple or three for farms and such, and I carry a few for barrows, dungeons, and the like.
At 4 shards per 32-block square, just how much of the landscape are you lighting up? I actually like having a dark field outside my base, so mobs come toodling up to my doors to be killed.
(A tip: If you place wooden doors sideways, it seriously confuses mob pathfinding. Zombies wait patiently outside the door without knocking, skellies likewise (they leave when you open the door), and I've even seen creepers walk right past an open door in front of me. Not that I trust in that last bit, I usually snipe creepers from the roof.)
I don't get *that* much from the surface, because rock isn't exposed *that* much. And shards show up at the surface too.
Right now I have a couple lighting up a village, a set of 8 I used to light up a ravine complex under the village, and another set of 8 I used to light up a Nether Fortress. I could squeeze out another set of 8, which I could use up in another hour or so of caving under that village, but being packratty, I'm saving my last batch. They're most useful, I find, for underground lighting because they can light up places before you get to them.
I actually prefer *not* having mobs wander up to my bases but one of my bases is next to a mod biome with lots of ice and melted ice is a real headache. I'd light up around the village but I need to light underneath first as the zombies down there are freaking out the villagers (yes, even 8 wasn't enough, because of the 3-D aspect).
If I weren't using them for lighting adventure areas, yes, I'd have enough.
In 1.6.4, I had a villager wizard that sold shards and obviously I had *plenty* of them. I don't know if that still happens in 1.7 - I've opened about 10 trades so far and not yet seen it. I've never seen a wizard sell amber, though.
Geographicraft (formerly Climate Control) - Control climate, ocean, and land sizes; stop chunk walls; put modded biomes into Default worlds, and more!
RTG plus - All the beautiful terrain of RTG, plus varied and beautiful trees and forests.
Haha yep.
Thanks I've been considering adding an alumentum factory in the aqua corner, as it's mostly unused. It would feed off of the ignis, potentia, and perdito created by the machine. The only issue is the wood necessary for charcoal I'd have to add a tree farm somewhere... Which I don't really want to do.
Some more questions on this. What are you using to fuel it? I saw a pic of a cauldron in there, but what are you feeding into it to generate the initial flux? again, been a while, so might be missing something obvious. Any chance of some pics of the slime-handling part?
Edit: saw some in the old album, still a bit confused though. Again, what fills the crucible? drops from the slimes? and do they just fall off the crucible into the death or are you pushing them or something? Why do you need 4 boilers? are you seperating the drops or something?
Also, any word on how long til the wand focus upgrade system comes out? Not trying to nag, just curious, and this is a long thread... and it looks pretty awesome ^ ^
Were they removed? Do they require other mods?
Because NEI says there is no such item, neither Inert nor Charged. =\
gimme a world download plz
you need a mod that adds silver to get them
I think there's always a trade where they sell shards I've gotten them in 1.7.10 worlds. They won't sell amber though, they buy it.
The silver and copper caps appear of you have another mod that adds them. I think it's just for completeness though, they aren't very good. Inferior to gold.
The armor looks awesome, but the crossbow textures seemed a bit lacking to be, so I improved them a bit(At least in my eyes). What do you think?