I'd be fine with either, I think. I didn't start playing until TC4 so I only ever saw the collision-type pipes. Setting up tricky pipe stuff under that system was in the "fun once, but next time around I'll do whatever's easiest" category, so I've been using transfusers since they were introduced. "Pipes but easier" also sounds fine.
I thought the research game in Thaumcraft 6 started you out with ten inspiration. I just got established enough in this world to get back to bootstrapping Thaumcraft and I'm being presented with five. That doesn't seem right...
...OK, so after making a thaumometer and scanning my entire storeroom (139 observations worth), now I have six inspiration and am on my way to my first epiphany.
The book mentions that you get more inspiration as you progress, though I had the impression it was tied to the unlocks in the book and not to research (meaning theory/observation totals).
Actually, if the current state (haven't played a ton on TC6) is free theory resets, partial progress accumulates, and cards can still require items, I think you'd prefer to have lower inspiration when you research. With partial progress the inspiration total is effectively just "bank your gains every X cards" (unless you consider ink and/or paper a limiting factor), and banking the gains more often makes it less painful when you have to reset because all the choices require something expensive.
Where can I find the different Curiosities? (Preserved, Arcane, Twisted, Eldritch, Illuminating, Ancient) Thanks!
Preserved Curiosity drops rarely from amber ore. Not sure about the rest, although Ancient and/or Eldritch sound a lot like they'd be planned for the old opening-the-eye dimension once it's reimplemented.
2nd; I have the recipe for goggles but I dont get it how to get alchemical brass?!?!
3rd: How do I switch page on research desk? I cannot look at previous pages...
Brass: it's under the Alchemy tab, you have to research/unlock it first. It's early in the tab, I don't recall what all steps it asks you to do beforehand.
The research desk: pretty sure you're not supposed to be able to back up. You're not making any permanent decisions there (except costs it has you pay), just finish your current research-run and you can start another one immediately.
I played around with flux a bit in creative to see if I could figure out why I see it decay and some other people don't. I was wondering if it might be related to having flux filters on my smelter (maybe they're pulling flux out of the air) or crystals. In a superflat world without a smelter, I was still seeing flux go down at about a rate of one every second, maybe every couple of seconds, so it doesn't appear to be related to crystals or machinery. It also continued decaying after I got it high enough for a taint seed to spawn (after killing the seed), so it doesn't appear to stop decaying after it hits some threshold.
Hanging out in the nearby chunks, it did seem like it might be....dispersing, in that the neighboring chunks were intermittently reporting one flux that then went away pretty quick. So maybe it's dispersing slowly to neighboring chunks but then disappearing if it gets too low to grant a full point to the neighbors? That still wouldn't explain how people can see a chunk just sitting at a value and not moving, though.
Mod interactions? or maybe something to do with servers? I'm not on a server, are the instances where people see flux not going down on servers?
I'm pretty sure the theories aren't getting spent, at least by most researches. I've never caught my theory numbers going down, and I'm pretty sure there were times that I saw multiple upcoming topics gated by a theory I didn't have, and I went and completed all of them in a row as soon as I got that theory. On the other hand, I see I have one artifice theory now and I thought artifice was a thing where I had previously needed two theories. I might go into creative and test it when I have a chance.
Yeah, I guess I missed that part on the vis amulet. It seems like a super-important item now, then, if it makes recharging work basically like TC5 (and there's more things that need charge).
New weird issue: I think there's a dupe bug with the infernal furnace and Botania's Open Crate (dunno about any other forms of dropping--I couldn't find the old "open grate" that TC used to have to feed the furnace). I was thinking it might just be a buff to the furnace, but it doesn't appear to occur without the crate feeding into it.
Crate sitting off by itself, fed by a hopper: ten cobble/sand/netherrack in, ten cobble/sand/netherrack out
Infernal furnace with items dropped in manually: ten cobble/sand/netherrack in, ten stone/glass/netherbricks out
Infernal furnace, items dropped in by hopper into open crate: ten cobble/sand/netherrack in, 17 stone/glass/netherbricks out. The ten-into-17 seems to be consistent, which seems weird if it was some kind of race condition updating the furnace's contents.
How do flux and vis work now? Where does vis come from, and where does flux go? The aura looks pretty close to a single-aspect version of TC5's aura, but TC5 had nodes as the faucets (and pure nodes as the sinks for flux), and I haven't seen any nodes in TC6 yet. (Sad to lose the node jars, building giant jars in the world was awesome.) The vis certainly seems to be replenishing, and I can't imagine that it's happening exclusively from crystals and I just haven't run out yet.
I've seen flux on the meter a few times (assuming the purple numbers are flux), but only a point or two and it vanishes within a few seconds. Where is it going? Does it decay naturally or is there something trickier going on? (I've been paranoid about flux since TC5, so I was pretty diligent about soaking up excess crucible essentia with slivers, refused to run a smelter without 3x filters on it, didn't use an infernal furnace without bellows...)
Speaking of the quartz slivers into crystals, I really like that addition. Makes crucible crafting less nail-biting--the flux worry, at least. I still worry that I'm going to right-click the top of that crucible accidentally and melt down some important item.
Is the Repair enchant gone? I haven't seen it yet, and I recall it being mentioned that it might go away in favor of base Minecraft's Mending. I'm disappointed if it's gone, book-only enchants are very unreliable to acquire (the Silk Touch book that an Auromancy topic is asking me for seems implausible to obtain, unless it'll be craftable with Infusion Enchanting once that's reachable, but IIRC infusion enchanting used to not like putting things on books.) I suppose there's enough sources of repairable/unbreakable tools in other mods...
Are the research-table assist blocks working? I enabled a bookshelf for a lot of my researches, and I don't think I ever saw a page that looked "gilded". If they're working, can someone give me an example of a page that only shows up with an assist? Maybe I just overlooked the graphic.
Are theories (or observations, or epiphanies) supposed to be spent, or are they just thresholds? They appear to be acting as thresholds, but my initial expectation was that I'd be spending them. IIRC, there was a mass of topics that all needed a single theory, and all those topics just kind of fell over once I reached the single theory needed on that category. Spending a theory each time might be too research-intensive, given how many sessions it took to get a specific theory when I was trying to target them (or maybe it just felt like many sessions because I had to run off and gather/craft specific things?), but it would keep the research table relevant longer, so I'm not sure that it's not what's intended?
I need to run around with some vis-spending things longer to tell whether I like it as an out-in-the-world resource system. I'm already worried about my new Boots running out of gas thousands of blocks from my base...I guess the vis necklace is the expected solution? But if it only charges things in the hotbar...the image of "carrying my heels" is entertaining.
I'm not sure I've liked anything with experience-level costs since vanilla enchanting changed the XP curve so drastically. It feels like I should either permanently bounce between 27 and 30 fishing for enchants at the table, or burn everything into (e.g.) the Focal Manipulator and stay as low as possible, spending levels as soon as I hit whatever number of levels the next thing wants to eat. I don't know how a mod could match vanilla's cost changes, though. Eating a specific amount of XP from you instead of levels?
has anyone come across an efficient alcemical brass recipe for the crucible, i generally will use said recipes instead of the the thaumatorium out of preference, and im very used to finding exact recipes for things, im currently using flint for my instrumentum and making it in pairs so i can crystallize all the exess terra vis. or is that just the easiest route.
Didn't see an answer for this yet, so:
Wooden Shovels--they have four Instrumentum and nothing else, so you can throw in five of them and make four brass with nothing left over.
Ok, what do I have to do to get this to work? I'm trying to do the Pylon Surge Protection ritual, but I can't activate it. I select it in the table, and the Manipulator shows a yellow dot in an empty progress circle when I hold it and look at the table. I have Lumen Pylons (the ones with logs) in chains all the way to Kuro, Karmir, and Kitrino Pylons, and the dotted lines show they are all close enough.. Why won't this WORK?!
I even tried gathering the amount of Lumens stated in the book into my internal storage from secondary pylons, so I wouldn't deplete my main ones, but that obviously isn't it.
First thought: after selecting the ritual in the table, did some streamers start coming up from the table? Mousing over with the manipulator should show a rotating pie chart reflecting the types of energy it wants to pull, which doesn't quite sound like what you describe (the circle you describe sounds like the one for the crafting table? I don't recall seeing that one at the ritual table ever, but it's been a while.)
Starting the ritual and getting the streamers should be doable whether you have connections to the pylons or not (though, again, it's been a while since I used it, if it changed in a later version I wouldn't know.)
Second thought: If it IS trying to pull lumens and just not getting anywhere, are the pylons it's trying to pull from drained? You mention using secondary pylons so as to not drain the main ones, but it takes a long time (until power crystals, anyway) for pylons to recharge; have you gotten close enough (granted, without surge protection it's risky) to verify the pylon's levels of charge?
I have a question, I have been exploring the dimension and I thought that the breadcrumb ability would be really useful for the mazes, however, even though I infused myself and activated the ability, I don't see any trail or anything. Reloading the world, re-infusing myself, or activating and deactivating the ability changes nothing. Is this a bug, or am I missing some other way to activate it?
What you're probably missing is "charging up" the breadcrumb power when you activate it, which you do by holding Ctrl and scrolling the mousewheel while the power is selected. This is also required for a few other powers, I think (like the max health increase).
(If there was any in-game indication that this is a thing, I missed it.)
If I'm reading the code right, the drop rate on shards from the plants is 1% and seeds are 4%. Or maybe it's scaled differently and it's 0.1% and 0.4% or something. It definitely looks like the shard rate is 1/4th the seed rate.
I'll give you a hint, back at the beginning you needed to learn all 16 colors. If you learned Kurauri, you'd see the names of Kurauri crystals and all that. Apply that to dimensional cores and turbocharging.
Hmm...are you suggesting that I can only turbocharge colors that I've found the Dimensional Core for? I suppose I can try that next time; I've been assuming that I need a fragment describing the structure, since so far I've just been guessing at the structure from what I saw in the youtube video about turbocharging.
Nothing, most likely. If you've attempted the turbocharging at the same time I did, then you simply haven't progressed far enough.
I've been wondering about that. Is it a fragment or something describing the turbocharging structure that unlocks after finding (or using) all the cores?
If so, this feels like another...odd rough spot, progression- and information-wise. I've got the recipe to make turbochargers and a progression item asking me to use turbochargers; how am I supposed to know that I'm not allowed to use them yet? Why am I even told how to make them if I can't use them yet? (On the last one, I suppose because it lets me know in advance that I'm going to need a bajillion of that blue dust so I don't pass any of it up....)
This sounds bad. I'm not willing to invest several hours into one puzzle (only to fail in the end, as in the case of the mirrors and prisms puzzle at difficulty 3) if there are sixteen to do overall, so I hope there's a faster way. The last time I did this puzzle, I could do it without marking paths. One does hope the design still follows the same principle...
Well, it looked like the principle was the same to me, just a lot bigger. It's certainly possible that I was going about things inefficiently. I marked paths on the glass top layer in the old version, too; are you saying you think it's more efficient to just go in there without plotting the route from above first?
On the up side: I haven't had a crash in the chroma dimension on v15, though I've only spent a few hours in there (and I've tried to be better about not using my "waiting for worldgen/chunks" time to hit the sonar, as per the person who claimed it's related to using sonar while worldgen is doing stuff).
I ran into the new Shifting Maze. Holy crap, that thing is overwhelming....I got two keys in after about two hours and had to give up because it was getting too late. (I also only located five chests and the old maze had six, so I was worried that even if I stuck with it for another couple of hours I'd find myself short a key and in a bad state.) Each key was taking me about half an hour to plot the route and reach (spent another half-hour reaching the endpoint because it was the second thing that came up on the shift and I was kind of hoping those chests at the end might have keys, and the remainder of the time was spent locating the chests and trying to mark off dead-ends so I could avoid having to care about them while route-plotting). It's a length that might be okay if I could split it up across multiple play sessions, but obviously that doesn't work in the chroma dimension, so now it just feels like the time was wasted. (At least it wasn't a crash forcibly kicking me out this time.) It felt like this was going to take significantly longer than the other puzzles I've encountered, though I haven't seen that many (pretty sure Cellular Automata was much shorter, the keys-and-runes puzzle....I'm not sure how long that took, 3-D Maze crashed on me the one time I encountered it in the old version, and I couldn't figure out how to even start on the music puzzle).
No idea if there's some technique I'm missing that would have sped this up. Marking dead ends and using the backtrack power to get out was helpful--this is the first time I've used the backtrack power (it was quite a while after I got it before I saw someone on the forums mention that "you can charge up powers by holding ctrl and scrolling", which explained why increased-health and backtrack, among others, never seemed to do anything when I tried to use them before.) I was trying to mark each junction on the route to the reachable chest on the top layer before going into the maze (I do like the new 3-wide corridors for this).
It seemed like every passable shifting-wall was on the path, too, which was useful for finding the route.
I guess I just need to keep in mind not to start attempting this one if it's not a weekend when I have hours to play...
0
I'd be fine with either, I think. I didn't start playing until TC4 so I only ever saw the collision-type pipes. Setting up tricky pipe stuff under that system was in the "fun once, but next time around I'll do whatever's easiest" category, so I've been using transfusers since they were introduced. "Pipes but easier" also sounds fine.
1
The book mentions that you get more inspiration as you progress, though I had the impression it was tied to the unlocks in the book and not to research (meaning theory/observation totals).
Actually, if the current state (haven't played a ton on TC6) is free theory resets, partial progress accumulates, and cards can still require items, I think you'd prefer to have lower inspiration when you research. With partial progress the inspiration total is effectively just "bank your gains every X cards" (unless you consider ink and/or paper a limiting factor), and banking the gains more often makes it less painful when you have to reset because all the choices require something expensive.
0
Preserved Curiosity drops rarely from amber ore. Not sure about the rest, although Ancient and/or Eldritch sound a lot like they'd be planned for the old opening-the-eye dimension once it's reimplemented.
1
Brass: it's under the Alchemy tab, you have to research/unlock it first. It's early in the tab, I don't recall what all steps it asks you to do beforehand.
The research desk: pretty sure you're not supposed to be able to back up. You're not making any permanent decisions there (except costs it has you pay), just finish your current research-run and you can start another one immediately.
1
I played around with flux a bit in creative to see if I could figure out why I see it decay and some other people don't. I was wondering if it might be related to having flux filters on my smelter (maybe they're pulling flux out of the air) or crystals. In a superflat world without a smelter, I was still seeing flux go down at about a rate of one every second, maybe every couple of seconds, so it doesn't appear to be related to crystals or machinery. It also continued decaying after I got it high enough for a taint seed to spawn (after killing the seed), so it doesn't appear to stop decaying after it hits some threshold.
Hanging out in the nearby chunks, it did seem like it might be....dispersing, in that the neighboring chunks were intermittently reporting one flux that then went away pretty quick. So maybe it's dispersing slowly to neighboring chunks but then disappearing if it gets too low to grant a full point to the neighbors? That still wouldn't explain how people can see a chunk just sitting at a value and not moving, though.
Mod interactions? or maybe something to do with servers? I'm not on a server, are the instances where people see flux not going down on servers?
0
I'm pretty sure the theories aren't getting spent, at least by most researches. I've never caught my theory numbers going down, and I'm pretty sure there were times that I saw multiple upcoming topics gated by a theory I didn't have, and I went and completed all of them in a row as soon as I got that theory. On the other hand, I see I have one artifice theory now and I thought artifice was a thing where I had previously needed two theories. I might go into creative and test it when I have a chance.
Yeah, I guess I missed that part on the vis amulet. It seems like a super-important item now, then, if it makes recharging work basically like TC5 (and there's more things that need charge).
New weird issue: I think there's a dupe bug with the infernal furnace and Botania's Open Crate (dunno about any other forms of dropping--I couldn't find the old "open grate" that TC used to have to feed the furnace). I was thinking it might just be a buff to the furnace, but it doesn't appear to occur without the crate feeding into it.
Crate sitting off by itself, fed by a hopper: ten cobble/sand/netherrack in, ten cobble/sand/netherrack out
Infernal furnace with items dropped in manually: ten cobble/sand/netherrack in, ten stone/glass/netherbricks out
Infernal furnace, items dropped in by hopper into open crate: ten cobble/sand/netherrack in, 17 stone/glass/netherbricks out. The ten-into-17 seems to be consistent, which seems weird if it was some kind of race condition updating the furnace's contents.
0
A series of thoughts/questions/comments
How do flux and vis work now? Where does vis come from, and where does flux go? The aura looks pretty close to a single-aspect version of TC5's aura, but TC5 had nodes as the faucets (and pure nodes as the sinks for flux), and I haven't seen any nodes in TC6 yet. (Sad to lose the node jars, building giant jars in the world was awesome.) The vis certainly seems to be replenishing, and I can't imagine that it's happening exclusively from crystals and I just haven't run out yet.
I've seen flux on the meter a few times (assuming the purple numbers are flux), but only a point or two and it vanishes within a few seconds. Where is it going? Does it decay naturally or is there something trickier going on? (I've been paranoid about flux since TC5, so I was pretty diligent about soaking up excess crucible essentia with slivers, refused to run a smelter without 3x filters on it, didn't use an infernal furnace without bellows...)
Speaking of the quartz slivers into crystals, I really like that addition. Makes crucible crafting less nail-biting--the flux worry, at least. I still worry that I'm going to right-click the top of that crucible accidentally and melt down some important item.
Is the Repair enchant gone? I haven't seen it yet, and I recall it being mentioned that it might go away in favor of base Minecraft's Mending. I'm disappointed if it's gone, book-only enchants are very unreliable to acquire (the Silk Touch book that an Auromancy topic is asking me for seems implausible to obtain, unless it'll be craftable with Infusion Enchanting once that's reachable, but IIRC infusion enchanting used to not like putting things on books.) I suppose there's enough sources of repairable/unbreakable tools in other mods...
Are the research-table assist blocks working? I enabled a bookshelf for a lot of my researches, and I don't think I ever saw a page that looked "gilded". If they're working, can someone give me an example of a page that only shows up with an assist? Maybe I just overlooked the graphic.
Are theories (or observations, or epiphanies) supposed to be spent, or are they just thresholds? They appear to be acting as thresholds, but my initial expectation was that I'd be spending them. IIRC, there was a mass of topics that all needed a single theory, and all those topics just kind of fell over once I reached the single theory needed on that category. Spending a theory each time might be too research-intensive, given how many sessions it took to get a specific theory when I was trying to target them (or maybe it just felt like many sessions because I had to run off and gather/craft specific things?), but it would keep the research table relevant longer, so I'm not sure that it's not what's intended?
I need to run around with some vis-spending things longer to tell whether I like it as an out-in-the-world resource system. I'm already worried about my new Boots running out of gas thousands of blocks from my base...I guess the vis necklace is the expected solution? But if it only charges things in the hotbar...the image of "carrying my heels" is entertaining.
I'm not sure I've liked anything with experience-level costs since vanilla enchanting changed the XP curve so drastically. It feels like I should either permanently bounce between 27 and 30 fishing for enchants at the table, or burn everything into (e.g.) the Focal Manipulator and stay as low as possible, spending levels as soon as I hit whatever number of levels the next thing wants to eat. I don't know how a mod could match vanilla's cost changes, though. Eating a specific amount of XP from you instead of levels?
1
Didn't see an answer for this yet, so:
Wooden Shovels--they have four Instrumentum and nothing else, so you can throw in five of them and make four brass with nothing left over.
0
First thought: after selecting the ritual in the table, did some streamers start coming up from the table? Mousing over with the manipulator should show a rotating pie chart reflecting the types of energy it wants to pull, which doesn't quite sound like what you describe (the circle you describe sounds like the one for the crafting table? I don't recall seeing that one at the ritual table ever, but it's been a while.)
Starting the ritual and getting the streamers should be doable whether you have connections to the pylons or not (though, again, it's been a while since I used it, if it changed in a later version I wouldn't know.)
Second thought: If it IS trying to pull lumens and just not getting anywhere, are the pylons it's trying to pull from drained? You mention using secondary pylons so as to not drain the main ones, but it takes a long time (until power crystals, anyway) for pylons to recharge; have you gotten close enough (granted, without surge protection it's risky) to verify the pylon's levels of charge?
0
What you're probably missing is "charging up" the breadcrumb power when you activate it, which you do by holding Ctrl and scrolling the mousewheel while the power is selected. This is also required for a few other powers, I think (like the max health increase).
(If there was any in-game indication that this is a thing, I missed it.)
0
If I'm reading the code right, the drop rate on shards from the plants is 1% and seeds are 4%. Or maybe it's scaled differently and it's 0.1% and 0.4% or something. It definitely looks like the shard rate is 1/4th the seed rate.
0
Hmm...are you suggesting that I can only turbocharge colors that I've found the Dimensional Core for? I suppose I can try that next time; I've been assuming that I need a fragment describing the structure, since so far I've just been guessing at the structure from what I saw in the youtube video about turbocharging.
0
I've been wondering about that. Is it a fragment or something describing the turbocharging structure that unlocks after finding (or using) all the cores?
If so, this feels like another...odd rough spot, progression- and information-wise. I've got the recipe to make turbochargers and a progression item asking me to use turbochargers; how am I supposed to know that I'm not allowed to use them yet? Why am I even told how to make them if I can't use them yet? (On the last one, I suppose because it lets me know in advance that I'm going to need a bajillion of that blue dust so I don't pass any of it up....)
0
Well, it looked like the principle was the same to me, just a lot bigger. It's certainly possible that I was going about things inefficiently. I marked paths on the glass top layer in the old version, too; are you saying you think it's more efficient to just go in there without plotting the route from above first?
0
On the up side: I haven't had a crash in the chroma dimension on v15, though I've only spent a few hours in there (and I've tried to be better about not using my "waiting for worldgen/chunks" time to hit the sonar, as per the person who claimed it's related to using sonar while worldgen is doing stuff).
I ran into the new Shifting Maze. Holy crap, that thing is overwhelming....I got two keys in after about two hours and had to give up because it was getting too late. (I also only located five chests and the old maze had six, so I was worried that even if I stuck with it for another couple of hours I'd find myself short a key and in a bad state.) Each key was taking me about half an hour to plot the route and reach (spent another half-hour reaching the endpoint because it was the second thing that came up on the shift and I was kind of hoping those chests at the end might have keys, and the remainder of the time was spent locating the chests and trying to mark off dead-ends so I could avoid having to care about them while route-plotting). It's a length that might be okay if I could split it up across multiple play sessions, but obviously that doesn't work in the chroma dimension, so now it just feels like the time was wasted. (At least it wasn't a crash forcibly kicking me out this time.) It felt like this was going to take significantly longer than the other puzzles I've encountered, though I haven't seen that many (pretty sure Cellular Automata was much shorter, the keys-and-runes puzzle....I'm not sure how long that took, 3-D Maze crashed on me the one time I encountered it in the old version, and I couldn't figure out how to even start on the music puzzle).
No idea if there's some technique I'm missing that would have sped this up. Marking dead ends and using the backtrack power to get out was helpful--this is the first time I've used the backtrack power (it was quite a while after I got it before I saw someone on the forums mention that "you can charge up powers by holding ctrl and scrolling", which explained why increased-health and backtrack, among others, never seemed to do anything when I tried to use them before.) I was trying to mark each junction on the route to the reachable chest on the top layer before going into the maze (I do like the new 3-wide corridors for this).
I guess I just need to keep in mind not to start attempting this one if it's not a weekend when I have hours to play...