@ TPB
Ok thanks for your help.
You know a way how i delete that recipes(only the Arcane one). I try to edit it with mod Tweaker and asking in many forums but no one can help me deleting it. (btw i make a tone of minetweaker scripts all ready and I mostly know what i do) Maybe i have to ask Azanor on Github about that Recipes thing.
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GTNH Modpack is on Technic Launcher Hotlist now and available on FTB and Curse Launcher too!!!
Is it just me or are the champion mobs kinda weak? I usually dont even notice there was one until after I've killed a pack and I see the chat message. I feel like they should get double health or something as part of being a champ..
Is it just me or are the champion mobs kinda weak? I usually dont even notice there was one until after I've killed a pack and I see the chat message. I feel like they should get double health or something as part of being a champ..
Actually. Due to the nature of human perception, merely double won't make them seem harder. It needs to be about 10x more.
Just encountered something really weird - a biome in the overworld that just consists of hills with a surface of dirt (not grass), with more totems, silverwoods and greatwoods than usual. Looked up the biome and it says Eldritch. Googled this and it says this should be occurring only in the Eldritch dimension. Thaumcraft bug, or something that I somehow did wrong? (I didn't tinker with any configs, and but I do have Biomes O Plenty installed.)
I am pretty sure the default BoP biome assignments conflict with Thaumcraft. Its easy enough to check in the relevent cfg files.
Is it just me or are the champion mobs kinda weak? I usually dont even notice there was one until after I've killed a pack and I see the chat message. I feel like they should get double health or something as part of being a champ..
I use Journeymap to spot and hunt them around my base -- their titles show on the minimap.
And yeah, most types are pretty much speed bumps, but every so often there's one to stumble over. A 2x health increase would be around the level of Warding, Armored and Undying, where the response is "well, kill them harder!" The ones I've had most problems with were Infested, which drop those speedy little spiders. (And I think those as well as Warped champs might drop taint tendrils, which are a nasty surprise if you didn't notice you picked one up.) Also, I'm not sure if even champion zombies or Endermen are actually inflicting their status attacks, let alone skelly arrows (which I heartily support). I haven't seen what creepers come up with, as my usual reponse to even normal creepers is "nuke it from orbit".
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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.
Just encountered something really weird - a biome in the overworld that just consists of hills with a surface of dirt (not grass), with more totems, silverwoods and greatwoods than usual. Looked up the biome and it says Eldritch. Googled this and it says this should be occurring only in the Eldritch dimension. Thaumcraft bug, or something that I somehow did wrong? (I didn't tinker with any configs, and but I do have Biomes O Plenty installed.)
I am pretty sure the default BoP biome assignments conflict with Thaumcraft. Its easy enough to check in the relevent cfg files.
It's not just BoP then. I'm seeing the same thing with ExtraBiomesXL. Checking the configs ...
OK, I see Thaumcraft using biome IDs 192 through 195 (taint, magical, eerie, eldritch) while EBXL uses biome IDs 40 through 67. No conflicts there. But I, too, have eldritch biomes in my overworld.
It's not just BoP then. I'm seeing the same thing with ExtraBiomesXL. Checking the configs ...
OK, I see Thaumcraft using biome IDs 192 through 195 (taint, magical, eerie, eldritch) while EBXL uses biome IDs 40 through 67. No conflicts there. But I, too, have eldritch biomes in my overworld.
This seems to suggest that it is normal.
I've yet to see that, even with Highlands. Pretty sure I haven't just missed it either, a couple days ago I was generating a bunch of worlds looking for the perfect spot for a new house.
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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!!!
Well, it took a LONG while exploring before I came across it. I've basically done nothing but explore ever since I started my new personal survival server a a little while ago, and I only just came across it. I came across only one other Ominous Forest biome and one other Taint biome, so it's safe to assume it has similar rarity. Map for illustration:
Yup ... on my 1.6.4 server, with ExtraBiomesXL and a LARGEBIOMES world, I finally found my first magical forest over 12,000 blocks from the spawn.
(On my 1.7.10 server, I've gotten lucky and found a seed on which the spawn is IN a magical forest, about 100m in from the edge.)
Just wondering, does Thaumcraft tend to stick somewhat close to vanilla or does it stray much farther away? I'm considering adding it to my Vanilla+ world (which does stray away a little bit, but not much), as well as Thaumic Tinkerer, which adds dark quartz.
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I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
Give extra convenience and combat advantages to players who get involved in the mod versus those who don't
its to note that on the other side of the coin, it adds content that challenges the player even with these combat advantages. mainly the eldrich dungeons with their boss fights, and the champion mobs.
these advantages are also usually very well balanced. for example, the flight mechanic is attached to an armor, that merely grants the protection of leather armor.
same with the boots of the traveller.
for a vanilla + modpack, i can also suggest natura and the twilight forest. natura makes the nether a lot more dangerous, and the twilight forest adds a massive amount of exploration content, that goes along very well with thaumcrafts gadgets.
It's not just BoP then. I'm seeing the same thing with ExtraBiomesXL. Checking the configs ...
OK, I see Thaumcraft using biome IDs 192 through 195 (taint, magical, eerie, eldritch) while EBXL uses biome IDs 40 through 67. No conflicts there. But I, too, have eldritch biomes in my overworld.
This seems to suggest that it is normal.
I highly doubt this is normal. I'm using vanilla world generation and never came across an eldritch biome in the overworld.
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Due to my snarky and sarcastic personality I can easily be seen as a jerk. If I've offended you in any way it was likely unintended.
I've always loved thaumcraft, and the elderitch/void/etc. captivated me since it's appearance and i loved how it's evolved.
But i must say i was a little underwhelmed with the elderitch biome. I know it's probably not finished and still being tweaked, and it's still cool~
Do you mean the
Eldritch Dungeon(Via portal at the obelisks)
or the actual Eldritch Biome(Dirt and everything)? If just the biome, that shouldn't be spawning and is a conflict with one of the biome mods. As far as I know, it's planned to generate in an actual Eldritch dimension(Not coded yet), not in the overworld.
https://www.dropbox.com/s/5jhtxprdx94hk1v/Screenshot 2015-01-16 13.44.59.png?dl=0
GTNH Modpack is on Technic Launcher Hotlist now and available on FTB and Curse Launcher too!!!
http://www.technicpack.net/scraps/vol1
Minetweaker/Modtweaker Scripts I hosting on Github:
Hardcore well balanced Modpack with GT, Forestry, Railcraft, Thaumcraft and Better Questing Mod:
I want to delete that Recipes with Modtweaker but i cant.
GTNH Modpack is on Technic Launcher Hotlist now and available on FTB and Curse Launcher too!!!
http://www.technicpack.net/scraps/vol1
Minetweaker/Modtweaker Scripts I hosting on Github:
Hardcore well balanced Modpack with GT, Forestry, Railcraft, Thaumcraft and Better Questing Mod:
Ok thanks for your help.
You know a way how i delete that recipes(only the Arcane one). I try to edit it with mod Tweaker and asking in many forums but no one can help me deleting it. (btw i make a tone of minetweaker scripts all ready and I mostly know what i do) Maybe i have to ask Azanor on Github about that Recipes thing.
GTNH Modpack is on Technic Launcher Hotlist now and available on FTB and Curse Launcher too!!!
http://www.technicpack.net/scraps/vol1
Minetweaker/Modtweaker Scripts I hosting on Github:
Hardcore well balanced Modpack with GT, Forestry, Railcraft, Thaumcraft and Better Questing Mod:
Actually. Due to the nature of human perception, merely double won't make them seem harder. It needs to be about 10x more.
I am pretty sure the default BoP biome assignments conflict with Thaumcraft. Its easy enough to check in the relevent cfg files.
I use Journeymap to spot and hunt them around my base -- their titles show on the minimap.
And yeah, most types are pretty much speed bumps, but every so often there's one to stumble over. A 2x health increase would be around the level of Warding, Armored and Undying, where the response is "well, kill them harder!" The ones I've had most problems with were Infested, which drop those speedy little spiders. (And I think those as well as Warped champs might drop taint tendrils, which are a nasty surprise if you didn't notice you picked one up.) Also, I'm not sure if even champion zombies or Endermen are actually inflicting their status attacks, let alone skelly arrows (which I heartily support). I haven't seen what creepers come up with, as my usual reponse to even normal creepers is "nuke it from orbit".
It's not just BoP then. I'm seeing the same thing with ExtraBiomesXL. Checking the configs ...
OK, I see Thaumcraft using biome IDs 192 through 195 (taint, magical, eerie, eldritch) while EBXL uses biome IDs 40 through 67. No conflicts there. But I, too, have eldritch biomes in my overworld.
This seems to suggest that it is normal.
https://www.dropbox.com/s/fmmnugsuheklw88/2015-01-16_16.36.00.png?dl=0
Minecraft without Thaumcraft is like a pizza without cheese, tasteless !!!
Any shader mods installed? Optifine? They're rendering fine for me.
I've yet to see that, even with Highlands. Pretty sure I haven't just missed it either, a couple days ago I was generating a bunch of worlds looking for the perfect spot for a new house.
i have only installed a texture pack, i will test without it to see what happens.
Thx for the clue.
Edit: found it : it is an issue with the HD texture pack for thaumcraft.
Minecraft without Thaumcraft is like a pizza without cheese, tasteless !!!
Yup ... on my 1.6.4 server, with ExtraBiomesXL and a LARGEBIOMES world, I finally found my first magical forest over 12,000 blocks from the spawn.
(On my 1.7.10 server, I've gotten lucky and found a seed on which the spawn is IN a magical forest, about 100m in from the edge.)
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
To take the test, check out
https://minecraftnoobtest.com/test.php
Don't click this link, HE is haunting it...
its to note that on the other side of the coin, it adds content that challenges the player even with these combat advantages. mainly the eldrich dungeons with their boss fights, and the champion mobs.
these advantages are also usually very well balanced. for example, the flight mechanic is attached to an armor, that merely grants the protection of leather armor.
same with the boots of the traveller.
for a vanilla + modpack, i can also suggest natura and the twilight forest. natura makes the nether a lot more dangerous, and the twilight forest adds a massive amount of exploration content, that goes along very well with thaumcrafts gadgets.
Thank you. I am now going to add this to my world.
I just took the Minecraft Noob test! Check out what I scored. Think you can beat me?!
To take the test, check out
https://minecraftnoobtest.com/test.php
Don't click this link, HE is haunting it...
But i must say i was a little underwhelmed with the elderitch biome. I know it's probably not finished and still being tweaked, and it's still cool~
I highly doubt this is normal. I'm using vanilla world generation and never came across an eldritch biome in the overworld.
Do you mean the