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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    Someone with a server has [THAUMCRAFT]: AURAS TAKING [ Value ] ms LONGER THAN NORMAL problems too? im getting lag from it, i cant really fix it successfully

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from BlueSkyfish»

    Can you no longer use golems for automated alchemy? How would I go about setting up automatic alchemy?


    You have a nice new alchemy "machine" that fill jars called filling essentia transfuser that works really well
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Farproc»

    Glass is all I am going to say.


    Yep, im going to do a glass dome to test today if is rain or the crawlers. And then if still crawlers, im going to use other mod to make him not spawn

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    I want to live there XD, im a thaumaturge, and i make flux, so if i dont want to taint were i live... were i live should already be tainted XDDD muahahah ! xd (also taintlands take flux from the aura, so it "clean" it XD ) The plan is to have a mountain, with a big crater on it. fill the crater with taint, and live on top of it with a bridge to go outside XD an outer stone wall making a circle, and the inside building in dark woods with the floor swampy stile. The sky will be purple due to taintland, grass will be purple, water too... really cool madness colors

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    Flux storms seems not to rain so high i have seen them raining just to 100 high. So i consider it must be a crawler because i dont found flux on the first traing island. To the second i was sleeping while all tainted XD

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    Any one know the rules for tainted crawlers to spawn in tainted biomes?. I try to make a no tainted flying island in a tainted biome, but it always get corrupted.

    Posted in: Minecraft Mods
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    posted a message on BiomeTweaker - Customize your Biomes

    Im sorry to take some of your time for study ,if someone know more code than me (no thug) and can fix it best XD. I have make a file to remove squid spawn in water biomes, to reduce server lags in my modpacks without loosing ink for thaumcraft, but it seems not to work in the 1.8.9 version. It seemed worked fine in 1.7.10.


    myBiomes = forBiomes(0, 24, 16, 7, 6, 10)
    myBiomes.removeAllSpawns("WATER_CREATURE")


    Did i miss something? I check all the info you give in your BiomeTweaker Tutorial but i always derp in code.

    Posted in: Minecraft Mods
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    posted a message on Traveller's Gear

    I hoppe you get time to work in this mod for the 1.8.9, i really love it in my packs and is really RPG

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from mihosh»

    I think research that you need scans for unlock should be present in book blacked out with a hint of what to scan.

    And those which are blacked out because they need research from other place should have a hint about what they need too.


    That would make the fun of thinking out go away. When you miss something, is easy to consider what has a relation with it, for example the infusion recipes. Sometimes is not so easy, but if they make all easy, you could finish the recipes in un just 30m with full paper and ink.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    The taintlands special rain is awesome , and the particles very nice. New textures kind of steampunk look cool.

    Also taint mecanic really cool, new taintlands seems something really fascinating.

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Azanor, you can consider making tainted land a source of vis "energy", instead of using nodes for it., or the need of tainted land to make the node absorb and produce a permanent amount of energy.

    If we consider nodes has a rupture in reality we can consider that using bigger "holes" allow us to take more magic from the taintlands, making energized hungry node a very big "hole" power station, that will feed in taint to produce his power

    Taintland can be store in a all glass sphere/cube/biodome to prevend it to spread in people base as far i have experiment(1.6.4). Biodomes will be a nice structure just need for store taintlands near home with no need of programing because is just tons of glass and some doors(if u want to enter)


    this could make tainted areas more interesting, and having your own taintedland in a "bottle" worthy.


    I love having a taint biodome , tainted lands are part of thaumcraft, but they are not to much used now.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Azanor»

    Well, the idea for research seems interesting from a scientific point of view. Finding chests or villagers that sells "someones" study papers is not a bad idea, and making research like a experiments seem cool to me. Main problem is that im a scientist, so for me that kind of stuff is cool, but new players, or less science interested players might not be so pleased.

    You can add some research as loot from some mobs just like the eldrich study book from the cultist..


    Instant taint is very hardcore if there is not a nice way to deal with.

    The taint areas and mecanics are actually a little poor, is worthless to deal with taint in researchs or development, and u dont discover nothing interesting studing it.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    I have been playing thaumcraft a lot, and the actual sistem of research seems ok to me, i have even play hard research. I love the way that thaumcraft seems a science and doing research is very important. I know tons of player that dont use thaumcraft because they dont understand or dont appreciate that . I really think the basic of thaumcraft know is good, of course you can find more uses for some aspects.

    Scaning is nice, because it represent the study of everything to understand the world, if people find that hard, just need to give more aspects per study and easy, or you can change decostruction table to make it autogive aspects instead of need to interact with it to gain them and make table keep going, so lazy people can just craft 6 of them and feed with hopper.

    The new content you are adding is very nice and made thaumcraft more fun and keep that way is the best to improve the mod

    .Finding the cultist book is great as a way of learning things ( reading other people papers and studys is fun, you can use the idea with more researches(research fragments have lost a little of importance))) and searching knowledge in other dimensions is super cool, but you left a little abandon the taint. Taint knowledge can be fun, taint is the corruption of the land, the living things on it, it woul be nice if u develop that a litte, we have now easy ways o create tainted lands, but, why we really want to do that? whats so interesting on it? why should i sacrifice a biome (or build a big lab like i do once) to have taint and study it.

    I also love role play, so i find banners awesome, and the cultist armours great (its a shame u cant dye them to role diferent cults) and that content could be also very apreciate, golem fezz and bowties are cool, we all know that but the armour seems more robot that thaumcraft. improving their textures can be also nice
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 4 Infusion Crafting problem
    check if damage item, right amount of essentia. candles are for estability and thats important not for actual recipe, just for crafting with no nasty problems. i will let here a video of best way to set up a thaumcraft infusion altar if you have just start to use the mod with some recipes done for examples


    Posted in: Mods Discussion
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    posted a message on [IDEA] spoil food mod . need modders. Idea--->real
    chest items sounds nice, we must check snow/ice needs. (or we can suggest players to have some friendly snow golems to give them snow (yeah, we also give snow golems a real use xd))

    for salt we can make a block to work in water like the growthcraft fishing trap, you place in water and it gives pasive you salt. i dont know if you can do a kind of thing like that and add it also a kind of furnance to burn coal or wood etc and get salt in the inventory in exchange from heat or just some in time free. I
    n this way no need of world gen, and only need 1 more crafted block.

    there are some plants were salt can be obtain, so we can use a similar idea to use sheared leaves, or grass somewere and slowly producce salt.

    with a structure like this http://upload.wikimedia.org/wikipedia/commons/thumb/e/ef/Bo_Kluea_01.jpg/283px-Bo_Kluea_01.jpg can be fun , this are salt wells were very salty water is heat up. we can do also something like this, adding water and fuel, or plants and fuel.
    something like this can be interesting, you can choose and give some ideas about them

    also, if you can create a easy config file for every one to add the edibles will be very cool.

    about how to make the spoil time... i have no idea about what can be programmed so what you can do and think is best, will be the best.
    Posted in: Requests / Ideas For Mods
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