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    posted a message on Thaumic Tinkerer (Thaumcraft Addon) - Evolve Knowledge
    Quote from Chrondeath

    Now I'm having the same problem with the Robes of the Stratosphere, but I don't see anything obvious like the XP level in the talisman that might be wrong with the ingredients. The infusion takes everything except the mana bean, the essence, and the firework rocket. I watched it run to verify that there were no instability events knocking things off pedestals. I'm pretty sure something's wrong with the bean and essence because the items are otherwise eaten in clockwise order from 12:00 on the recipe, but it skips over the bean and essence and goes straight to the golden chestplate. I've tried it with beans+essence of perditio, aer, and terra, and it's the same each time.

    I had added some additional stabilizers between the second and third attempts on the experience drain focus, so I tried adding a few more stacks of crystal clusters and candles, but the only effect I saw from that was that I started getting intermittent crashes while near my base--null pointer exceptions about ticking things, which I'm tentatively guessing is because there's too many of those stabilizing objects trying to do things?

    Has anyone been able to infuse a Robe of the Stratosphere in the 1.7.2 version so far?

    Update: I was able to use NEI to create an aspectless essence (mouseover showed no aspect and the icon flickered through all the colors, like it does in the thaumonomicon), and the infusion consumed it, so that makes me think the infusion is objecting to whatever extra item data contains the aspects of beans and essences. Likely the same thing for the firework; it looked like an NEI-created firework was able to be consumed, but not a paper+gunpowder crafted firework, despite having the same tooltip...I haven't found a way to create a mana bean with no aspect, though, so I still haven't been able to get the infusion to complete even with cheated items.

    I have the same issue. Aspectless manabeans are unobtainable, aspectless essence can only be cheated in. I suggest to replace the essence with salis mundus and the manabean with something else (but change it to triple meat treat as soon as that is fixed in tc).

    Also, I think the KAMI armor needs a rebalance (it's not too hard to obtain, therefore it should not be unreasonably powerful). In my opinions it should have the armor value of iron armor, but have additional runic shielding. And the flying haste is too fast to be useful, it should be the same like the harness with haste 3. And I am not a fan of the unbreakable, that's what repair is for.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]


    Yeah, but what I meant is that I only found out later that having 6 pedestals with one blank is way better than having 5 in an pentagonal array. They key point is that the description does not say that it means only axial symmetry.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    I really, really like this mod. It's by far the best mod, it's nicely designed, well presented and easily accessible. And it's really well balanced, too. I got a few points of complaint though.

    I don't like the rapid fire of the bone bow. If you have the skill you can fire arrows fast anyway, this only makes you waste them.
    I cannot use the wand of equal trade to place warded glass. This has probably reasons, but it would be nice if you could make it work anyway.
    I feel like hungry nodes should not be generated in ocean biome. It's just too unfair, loosing your gear with no warning at all.
    It's also pretty much unclear what symmetry for arcane infusion description in the thaumonomicon means. I've been reassembling the pedestals for 5-ingredient recipes in a pentagram shape only to get horrible flux outbreaks.
    One of the upgrades should make the travelling trunk silent. The noise is really annoying.
    Last question: Is it intended that the lamp of fertility cannot keep up with only pigs or cows managed by golems? Do I really need an egg farm to make it work decently?
    Posted in: Minecraft Mods
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    posted a message on small auto Vs. large "factory style"
    Quote from Iamtheicefox

    what i meant was large self growing farms or small farms that you grow


    Then edit your post,
    Quote from Iamtheicefox

    automatic farms that require attendance


    just does not sound very smart.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on New Witch farm concept (works for regular mobs or pigmen, too)
    I think having the wire branching off the triwire hooks can't be much improved, I guess I could run the wire on top and put regular halfslabs besides to disable spider spawning at the witch spawn level, that would bring maybe 8 more airspaces. Also, I could get rid of the halfslabs blocking the non-witch spots when the slabs are shifted, and making the collection area 1 wider in case something spawns there. But the spawn rates you can see in the video are pretty close to maximum I think.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on New Witch farm concept (works for regular mobs or pigmen, too)
    There are mob farms that use shifting floors with clocks. And there are mob farms that use tripwire to push a mob off.
    I think this combination of both is new, and it lead to a very efficient farm.

    Let me know what you guys think of it, if it can be improved anyhow:
    For the farms I know this one is the best concerning items/h, is there any better design out there?

    And an explaination why I also have regular mobs in there would be welcome (I do have this precisely arranged at the 7x9 area of the hut and have no other biomes in there).
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Fully automatic witch farm, very high efficiency
    Let me know what you guys think of it, if it can be improved anyhow:

    For the farms I know this one is the best concerning items/h, is there any better design out there?

    (I do not want to hear about any desert temple glitch farms)
    Posted in: Redstone Creations
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    posted a message on Vertically raising/lowering walkway question
    It would be great if you explained what "vertical motion walkway" is supposed to be. Do you mean a thing were the blocks get pushed up right before you t walk on them and retracted after?
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Inventory Analyzer
    Nice, althogh the device cannot check if someone has a full stack of items withoutr being modified. I would therefore always have it removed.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Command Blocks - Is it possible?
    The only thing you can really check about players with command blocks without making them do anything is their level, and that only like "apply command x to player that has level y". Also, the clear-command gives no operatable signal back if it was sucessful or not.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Mcdonalds
    The problem with making a mcdonalds would be finding a food that does not fill up hunger...
    You should maybe consider some potion spawners with slowness and nausea. And hook up some clocks to high-pitched noteblocks to simulate those annoing frying maschine noises. Dunno how you want to make minimum wage payment with redstone thogh.
    Posted in: Redstone Discussion and Mechanisms
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    posted a message on Wither Skeletons stopped spawning
    Quote from akphoffman

    The server I am playing on a CraftBukkit server and skeletons are only spawning in fresh fortresses. Once the chunks become unloaded the skeletons stop spawning there. I have a roadway that chains between several fortresses 1.2.5, 1.3.2 and 1.4.2.

    Just yesterday I was farming at a fortress and now a couple hours ago no blaze or skeletons were spawning there. Presumably this could have been after a server restart.


    Anyone here who is not on bukkit having the same issue? Did not find it in the bukkit bugtracker.
    Posted in: Recent Updates and Snapshots
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    posted a message on Wither Skeletons stopped spawning
    There is actually a bug which causes nether fortresses to be not counted as such. We have that problem on our server, that the spawning of withers go disabled after server restart, for old and newly generated ones (old ones spawned wither skeletons on the first visit up to the next server restart).

    I am currently trying to find the origin of the problem. Are you playing on a bukkit server?
    Posted in: Recent Updates and Snapshots
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    posted a message on To everyone who says the wither is too hard
    It is not. It's an endgame boss and should be treated as such.
    Posted in: Recent Updates and Snapshots
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