Uh... I knew there had to be something I was forgetting...
Salis on the thing? Maybe I just can't read but I didn't see that.
I'm having a problem with the current beta Thaumcraft that I'm not seeing mentioned here, so it's entirely possible that I'm the problem somewhere, but I can't get the infusion alter to form. I've checked the book multiple times, torn it down and remade it, removed and readded the fire focus to the glove, nothing works. When I used beta 13 it was fine but this world isn't cooperating. Any suggestions?
I ended up making a new minecraft instance after multiple crashes. Brand new world with brand new mod setup. It played fine until I ran into a zombie of some kind, then crashed. This is with beta 15. 14 was fine. I hadn't gotten far enough to have anything with particle effects except torches.
Now it won't load.
I'm hoping you guys can help me figure out what I'm doing wrong. We're finally getting to golems on our world. (My daughter and I play on lan together for a few hours every couple weeks, so we don't progress very fast) I realize any discussion about the new golems would have happened when they were newer but I can't find it using search and reading back a half dozen pages didn't yield anything.
I'm trying to set up a tree farm using seals and golems. I put down a chest, with a provide seal on top, a collect seal on the front, a store seal on the side and a lumberjack seal on the ground in front. I put a couple use seals on the ground a few blocks away, then configured them to check the white list, which has a sapling in it. Then I put three golems: one with breaker and smart, one with deft and smart and a just plain one. The breaker one works fine: he chops down the trees in the defined area with no problem. The dumb golem mostly picks up the drops and puts them in the chest ok. The other one... who should be responding to the use seals, has a problem. He may or may not plant the sapling on the first use seal. Then he stands there sparking and looking lost instead of planting on the second seal.
I don't know what I'm doing wrong. Could someone more experienced with the new golem mechanics explain use seals and their setup to me? Thanks. Or just show me their Thaumic Tree Farm and how they set their seals and golems. Something.
First of all, I only looked back a couple pages, so if this has been reported, sorry. But you know that old bug where your research would sometimes reset when you logged in? It's back....
I'm on the latest version for 1.8. The other mods I have installed are NEI/codechicken, storage drawers, backpacks and journeymap. I also installed ProjectE just before the research messed up, so it's possible that was involved.
However it happened it was quite annoying. The evidence what that when I logged in [i]all[/] the information in the thaumonomicon was blinking, including stuff that's supposed to be unlocked when you start, like information about how to research. Basically, it was unplayable. The next time I logged in the information I'd previously researched was still gone but could at least access the page that told what the aspect combinations were.
Understanding how it's supposed to work helps, thanks. A config option to disable steam dissipation might be appreciated for trial builds.
Another question: when breaking steel frames, even with a steel pickaxe, it seems to take a long time, rather like breaking obsidian. Is this intended? Is there another way to pick these up after my steam track has laid them down? It's rather annoying to be able to break the steam track easily but the frames are so difficult.
Another question: do the furnace and crusher only export out the bottom? I wanted to lay out an attractive factory set up but end up with conveyors snaking around all over the place trying to pipe my crushed ores from the crusher to the furnace. Also, I haven't gotten this set up to try yet, but is it possible to filter in both crushed ores and charcoal from one conveyor into a furnace? Do they go into the proper slots or do I need two inputs?
And a further question, though this concerns inter-mod compatibility. I tried using conveyors to pipe cobble into a Progressive Automation miner and it wouldn't accept it. I know Progressive Automation can accept items through pipes into it's sides. Is this a matter of the two mods not communicating right? (I don't even like Progressive Automation for certain reasons but there aren't many options for 1.8 that include automation) My intent was to try both mining systems to see which I liked better but also to set up automation for filling and emptying Progressive Automation choppers and farmers. If conveyors can't input or pull from Progressive Automation machines that isn't going to work at all. Those machines already need more babysitting than I like.
Double posting because the forums ate my edit. Blah to you, forums.
Left to right it's steam furnace, then crusher, then steam boiler with steam tank.
Yes. If I don't put coal in it doesn't run at all. That's why I think it's not getting any steam. Put I am piping steam in. The steam pipe runs from the steam tank to the crusher then across to the furnace. The crusher works, though slowly. The furnace only works if it has coal and only smelts things slowly. Give me a bit and I'll get a screen shot.
Yes, I understand that you can. However, in my test world the second machine, my furnace, doesn't appear to get enough steam to operate at full speed. It doesn't look like it's getting any steam at all. Does it matter which side of the block the steam pipe is hooked to? I have it in the to at the moment.
Ok, I just started using this mod. I'm checking out interesting looking mods for MC 1.8. I have a couple questions so far, though there are probably more to come. It appears that each machine (crusher and furnace) need a steam boiler of their own to run at full efficiency. Plus the furnace needs a constant supply of coal/charcoal, which I'm struggling with.
1. am I correct about the amount of steam each boiler outputs? It's rather material intensive to have to make a steam boiler for each machine.
2. I don't see any way to auto-farm trees in the mod. None of my usual suspects for that are updated to 1.8 and the only one I have found I really really don't like. So, am I missing something? or is there a chance that a power advantage-type solution to tree farming and auto-cooking charcoal is in the works?
and finally, I just was reading the thread and see links to Electric Advantage, which I'll have to download and try. So far I love the steampunk look of Steam Advantage and want to set up a significant factory with it. Just got to figure out the whole boiler to machine thing.
Hey guys, I got something really strange, I don't know if it's a bu, but I think yes. I recorded a video showing it. It's like a black hole that sucks everything (drops, mobs, including blocks), with a Node (I think) in the center.
How can I delete it, it's killing me everytime I try to take my items that I lost the first time there.
Not a bug. It's a feature.
Congratulations, you've discovered a Thaumcraft Hungry node. Yes, it eats everything within range, including you if you get close enough. There are several strategies for dealing with them. I'm sure there are many kind souls in the thread who will be more than happy to show you what they've done.
Me personally? I tend to mark where it's at and avoid the place.
If you're finding yourself having to use the deconstruction table frequently (or at all), you're doing one or more of several things wrong:
* Playing with research on "easy mode" (easy mode research uses up many more research points total; that's the cost for not having to deal with the puzzles)
* Being really inefficient with your research-puzzling (e.g., using high-tier aspects instead of primals to make chains across the board)
* Not scanning every new thing you've learned how to craft (including any intermediate-step objects)
* Playing a skyblock world...
Red added is mine. Running around exploring to find new nodes is literally impossible on a skyblock world. I invariably have to resort to the deconstruction table even on normal mode. (I haven't tried hard mode, but am assuming I'd still need the deconstruction table due to the large number of points expended researching the various wands)
Farproc's idea sounds reasonable to me. Though, isn't research completely changing in Thaumcraft 5?
So, random question here... Is there going to be (or is there already) a wiki or something that explains how things work? I know I could just download the mod and try things out but I'm in the middle of building up an HQM pack (almost certainly only I will ever see it but I'm having fun with it) and EE3 would most likely break all the balance I've worked on. I don't want to add it to that and not ready to move on and make a new instance.
First of all, Eramsus, I totally understand what you're saying. I'm not a coder, so doing just the mod tweaker recipes for the modpack I'm sort of working on has taken me nearly two weeks. That length is partly because I have a job and a life outside minecraft. Doing the HQM quests is going to take me forever. Mod makers who develop and maintain a major mod like this have my full respect. I get a sense of the amount of time needed just to type in the code and check it for errors. There's a lot of pressure from the community to keep it up to the pace minecraft sets on updates, keep it current with the rest of the major mods, keep adding new features... well, you know, as you do that. Or were and would like to again.
I don't know the age or circumstances of those who are giving you a hard time. All I can think is that they don't know what sort of hours it takes to do what you do. They may be middle or high school students who have no life outside school and minecraft. I don't know. Maybe they've never tried to write code (or even just scripts) for anything so they have no concept of what is required.
I love what you and your helpers have done so far with Ex Nihilo. It generally goes in every minecraft instance I put together any more. It's in the one I'm building. I love skyblocks. I'd love to see you able to keep developing it.
I wish I could afford to support you financially. I simply can't. But moral support doesn't cost me anything but words, so you can have that from me.
Quote from Sacheverell
Hold on to your hats, Mojang just unveiled Minecraft Realms in North America!
... <snip> ...
Minecraft Realms is currently available in Belgium, Bulgaria, Canada, Croatia, Denmark, Estonia, Finland, Great Britain, Greece, Greenland, Hungary, Iceland, Ireland, Israel, Latvia, Lithuania, Luxembourg, Malta, Mexico, North America, Norway, Romania, Slovakia, Slovenia, South Africa, Sweden, The Åland Islands, The Cayman Islands, The Faroe Islands, The Isle of Man, The Netherlands, The United Kingdom, and The United Arab Emirates.
Quote from Is Mexico part of North America »North America, the planet’s 3rd largest continent, includes (23) countries and dozens of possessions and territories. It contains all Caribbean and Central America countries, Canada, Mexico, the United States of America, as well as Greenland - the world’s largest island.