Yeah, getting to the End and beating the dragon was really my priority for my first pearls. Once you've got that sorted, you can just hang around and collect more to your heart's content. Also helps using amidst or the like to locate the stronghold for you, save on eyes.
And the cost seems to depend on how much you're moving, and how far. I've got a few set up at base for quick moving between levels [my altar kinda overgrew my staircase, and I thought, eh, who needs stairs?] and that seems to stay fairly cheap. Moving the whole End portal frame to base will probably cost a chunk, if you kept base not far from spawn.
I also use an extra set when I go mining, as a sort of extra ender chest, in a sense. I have a chest sitting on a teleposer at base, and I can carry the second teleposer with me, with the bound focus and a lever, and any time I need some extra storage, put down the setup and poof in another chest. Or a whole lot of chests, if you use a better focus. Fill it up, and poof it back to base. Pick up the teleposer, focus, and lever, and I've got a fairly cleaned out inventory. But, depending on how far out I've gone, it can still cost a good bit doing that.
I actually moved an End Portal tonight. AMIDST doesn't work with biome mod worlds (and I use BoP), but even using Eyes of Ender, I only ended up losing three. Got the portal back to my base without any difficulty, jumped in, and now I have unlimited pearls! Which is very helpful. I have no idea how much LP it cost 'cause I wasn't paying attention, but seeing as I have a Cursed Earth/Well of Suffering set buried inside my T5 altar with a lot of Runes of Suffering, I wasn't too worried.
Questions. Does this add world gen or can I add it to an already exisitng 1.7.2 world? And does Dire's spotlight still count for 1.7.2?
No world generation involved at all, so you're safe to add it without any trouble at all. Dire's spotlight covers the most recent stuff (the biggest recent addition was the custom spell system, which Dire definitely covered.)
I have several mods but only one that I can think of that would assist me in this situation. I have to ask though, does the teleposer consume the teleposition focus? Because having to obtain six Ender Pearls for two blocks is entirely too much. Regardless, I will try this out as soon as I can find more Endermen... and gold.
The focus isn't consumed, no. It's yours for good. It is kind of an expensive thing to do but it's also a very powerful tool. Good luck with your Endermen hunt, it remains one of my own biggest bottlenecks (as I have a number of mods and several of them use the pearls.) In fact, I'm looking at probably making a teleposer/focus set to move an End Portal so I can solve this problem.
Well, not every altar ahs to be all dark and gloomy. I just finished my altar for my 1.7.2 world (second one I've ever finished, the original being in my Agrarian Skies world) and I like to think it came out rather... pretty.
Still got loads to do, though. This world's got a million and one things left to do and I intend to spend quite a bit of time automating things so I can play with the spell system.
It was and if need be, I can take a screenshot of my setup.
Well... that seems silly. How exactly am I supposed to make a blood farm now?
Setting up an automated blood farm via Well of Suffering can be tricky, depending on what you have available to you. Is the only mod you're playing with Blood Magic? One way to do it is simply to light up all caves within a few chunks of your base, and then give a dark area for things to spawn it (a spawn tower of some kind, similar to what you might use in skyblock worlds). This works but is kind of finicky. Another way is to set up an automated villager breeding farm and pull from that. Possibly the most reliable way, at least when nearby, is to use teleposers to steal some mob spawners from elsewhere in the world and place them in a dedicated spawning room, which will run anytime you're nearby.
Other mods can make this more reliable, if you have them installed. Extra Utilities's Cursed Earth and MineFactory Reloaded's Auto-Spawner both simplify things. (Honestly, Extra Utilities is a mod I tend to recommend anyway, if for no other reason than the Builder's Wand is one of the most useful tools in all of modded Minecraft.)
That is unfortunate as I did not build my altar anywhere near my animal pens but thank you for the information. I have no idea why I asked that as I should have known that myself. Two more questions: Do you know how many ritual stones it takes for the Well of Suffering and Ritual of Regeneration? Also, would you have any idea as to why a Rune of Augmented Capacity would not work? My tier four altar seems to accept everything else just fine but that particular rune does not affect it at all.
There's an easy way for you to find out how many stones are in any given ritual. Make yourself a Ritual Diviner. Nooo idea on the augmented capacity, though. I assume it's placed properly in one of the fully-completed tiers of the altar? If all else fails, try sticking it into the very first tier of the altar (replace one of your original eight runes, right around the altar block itself), and see what happens? Remember that the altar doesn't look at runes unless the rune is a fully completed tier.
I think the stuff might be landing in the fire? Or else you have something that pulls items within the range of the ritual.
Near as I can tell it's not landing in any fire, unless it's rendering things flying the wrong direction. Only thing I have that's pulling items is possible a Ring of Magnetization (Botania), but that's on me, and the items are just vanishing, not getting pulled into my inventory.
Edit: Also, it was still happening without the ring equipped.
Azanor: Harvest golems seem to be semi-broken right now. I can't get them to work properly with Natura or Witchery plants. In particular, Natura cotton, when in the pink seed stage, will harvest, but not when it's ready to pick, nor any other plants. Harvest golems continue to work perfectly with vanilla plants, though.
I hope someone can help, its not a bug, just a texture issue. The coloured stone bricks, wood blocks and the generators are coming up with a black/magenta checked texture instead of what they are supposed to be.
I use the following resource packs and have done for ages, with no problems:
Soartex-Fanver-1.7
Minecraft Enhanced v1.6 64x
Faithful Texture Pack 64x64 1.6
HD Realistic Texture Pack 4.5
SC16-64 v26 - Place this in your 'resourcepacks' folder, WITHOUT extracting - Not always used
I have recently installed Optifine, version 'OptiFine_1.7.2_HD_U_D1'.
If you can help, it would be much appreciated.
Thank you in advanced.
Optifine is breaking things. Remove it or deal with the lack of textures.
That would make sense and again, I am grateful for your help. Also I have a few questions regarding the Well of Suffering and Ritual of Regeneration (if you can answer them): How far away can the Well of Suffering be from a blood altar? Does it have to be above or below the entities you want to draw Life Essence from or does it not matter? What about the Ritual of Regeneration? And lastly, do you know how big of an area the two rituals affect?
The rituals seem to have a range of 15 blocks (any direction) from the Master Ritual Stones. I'm not sure how far they can be from the altar though.
As far as I can tell, 15 blocks is correct, for the range of effect of the rituals themselves. (Also, the ritual of the Feathered Knife, too.) The distance from the altar for the Well of Suffering and the Ritual of the Feathered Knife, however, is very short - only about five blocks horizontally, I believe. If you intend to make use of the auto-LP-gathering rituals, you need an altar right there. Keep in mind they do benefit from Runes of Sacrifice/Self-Sacrifice, so it's best to use them with an upgraded altar.
The Ritual of Regeneration doesn't have to be near an altar at all, as it doesn't have any interaction with it. That said, it is shaped to fit nicely into the Suffering/Feathered Knife rituals and can be used with them.
In other matter, I have a problem with the ritual of binding and the ritual of unbinding - stuff is randomly vanishing right after being spawned. First time I created a sanguine helmet, the helmet popped out after the ritual ran... then immediately vanished. Unbinding my Bound Armor has everything pop out, including the sockets, then the sockets vanish almost instantly. It's really frustrating.
Way, or anyone, any idea what might be causing this or any way to prevent it from happening? Since I'm playing single-player, it's easy enough to use NEI to cheat back in the vanishing items, but it's kind of frustrating.
Strange, I could have sworn I read somewhere that I needed blood in the altar. Regardless, thank you for the help.
You're welcome. Only thing you need blood in the altar itself is for creating things in the altar. It's also a more efficient way of getting LP into your soul network (as you can use runes of sacrifice/self-sacrifice, which will yield more than just using your blood orb in your hand.)
I have a rather unfortunate problem regarding rituals (or at least the Ritual of Binding). I had the necessary stones and the Ritual Diviner and I placed everything without any issues but using the Weak Activation Crystal has absolutely no effect. I thought perhaps my ritual was too far away so I moved it right next to my altar and I made sure it was full and yet nothing.
You need LP in your soul network, not in the altar. Stick your blood orb in the altar and suck up the LP in it.
In other matter, I have a problem with the ritual of binding and the ritual of unbinding - stuff is randomly vanishing right after being spawned. First time I created a sanguine helmet, the helmet popped out after the ritual ran... then immediately vanished. Unbinding my Bound Armor has everything pop out, including the sockets, then the sockets vanish almost instantly. It's really frustrating.
Can't test this right now, but does the slaughter house process squid?
(Have an idea for Agragarian skies.)
If you're looking for ink, just use a rancher. It will produce more ink than you will ever need in a dozen lifetimes in no time flat. (If you want the actual squid meat, I have no idea if the harvester works or not. I would assume so.)
No realese of thermal expansion for 1.7 yet,and ae gets a complete rewrite.
Probably the best thing to do is realese it for 1.6, make all functions ready, then port it when all mods ready.
KingLemming has stated outright that Thermal Expansion is waiting for 1.7.10 (which should be out soon, and Forge will be updated very shortly after that - and most mods will be almost directly compatible with 1.7.10 with very little effort.) That does, however, mean that TE won't be updated just yet.
Actually, that's not quite the problem. The problem is that the conversion wands drain a set amount of LP/Mana/Other Mana/Corruption per point of vis recharged. This normally works fine, but when your wand is only short a fraction of a point of vis, such as having 49.5 out of 50 vis, the wand still charges the full price. When combined with something such as Repair draining slivers of vis every tick, you end up wasting a lot of points on fractions of vis.
Next patch should change the wands to charge in proportion to the fraction, if the patch ever comes out.
Thank you very much. That would help a lot for me, since my livingwood wand (and soon my Blood Magic wand, too, now that I have a T4 altar) is how I do most of my Thaumic magic.
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http://i.imgur.com/kHPKAo8.png
Still got loads to do, though. This world's got a million and one things left to do and I intend to spend quite a bit of time automating things so I can play with the spell system.
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Other mods can make this more reliable, if you have them installed. Extra Utilities's Cursed Earth and MineFactory Reloaded's Auto-Spawner both simplify things. (Honestly, Extra Utilities is a mod I tend to recommend anyway, if for no other reason than the Builder's Wand is one of the most useful tools in all of modded Minecraft.)
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Edit: Also, it was still happening without the ring equipped.
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As far as I can tell, 15 blocks is correct, for the range of effect of the rituals themselves. (Also, the ritual of the Feathered Knife, too.) The distance from the altar for the Well of Suffering and the Ritual of the Feathered Knife, however, is very short - only about five blocks horizontally, I believe. If you intend to make use of the auto-LP-gathering rituals, you need an altar right there. Keep in mind they do benefit from Runes of Sacrifice/Self-Sacrifice, so it's best to use them with an upgraded altar.
The Ritual of Regeneration doesn't have to be near an altar at all, as it doesn't have any interaction with it. That said, it is shaped to fit nicely into the Suffering/Feathered Knife rituals and can be used with them.
Way, or anyone, any idea what might be causing this or any way to prevent it from happening? Since I'm playing single-player, it's easy enough to use NEI to cheat back in the vanishing items, but it's kind of frustrating.
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In other matter, I have a problem with the ritual of binding and the ritual of unbinding - stuff is randomly vanishing right after being spawned. First time I created a sanguine helmet, the helmet popped out after the ritual ran... then immediately vanished. Unbinding my Bound Armor has everything pop out, including the sockets, then the sockets vanish almost instantly. It's really frustrating.
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Thank you very much. That would help a lot for me, since my livingwood wand (and soon my Blood Magic wand, too, now that I have a T4 altar) is how I do most of my Thaumic magic.