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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Interesting... So going out and finding nodes of specific primal aspects and size would also create these wells of energy per chunk filling them with a certian aspect? What about on top of nodes being more likely to be geared towards that aspect they were capable of letting loose more of that energy.. Twilight forest kinda has the right sizes for nodes in my mind. Area's rich and earthy and highly entwined with nature have huge nodes... Finding a node with like 16 ignis however feels a bit lackluster.



    The idea of these nodes being more intuned with nature, and the world is definitely exciting and a good prospect to work towards. And seeing the act of having to balance these out kinda brings some nostalgia back... Any chance we might get crystal farming back? :P Having that tie in with the new node and balancing aura system would be awesome. I actually found a video showcasing some of TC 2 and the aura system being well maintained-
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    When it comes to nodes, I feel like we entered the sweet spot with where we are at now... Having nodes with unique characteristics. And then resurrecting the node breeding mechanics of old with a much more in depth system.... It really has put the community into a buzz trying to discover their secrets and benefits and capabilities. Hell just look at ftb reddit, just swarmed with posts involving hungry nodes.



    Nodes in thaumcraft three were fun.... building nodes larger then most of the landscape was fun... But I've been burned by them to many times... I could grow one out and then it just vanishes... And then I had go out, find a node to hook off of and spam silverwood trees. It was a great concept at the time. But they were simpler back then aswell.



    Nodes today have many parts and mechanics to them... Aspects, size, modifying aspect for a node... It makes it a pseudo science of sorts. Being amazed by these orbs of lights, learning all you can, then you learn to harvest their power and manipulate it. Growing and nurturing larger nodes. With each iteration of thaumcraft we have seen these changes, introductions, and additions in mechanics. But Thaumcraft 4 feels like the iteration that really hit home with most of these parts.



    It brought back so many old features and did them right. The only thing I feel like it kinda got gimped was taint. It has so much going for it and crazyness but it holds so little weight... Seeing a mechanic similar to TC 2 possibly dealing with nodes might be a good place to start. Imagine if as you gained warp your node would slowly become corrupt aswell? It would spread the taint and force the warped and twisted thoughts in your head into a reality. That warp and taint were somewhat more directly related. If a node can feed off the aspects of nature, why wouldn't it draw from a creature living so close by it?
    Posted in: Minecraft Mods
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    posted a message on Climate Control - change climate zones sizes, ocean sizes, and more
    That is caused by some structure mod which doesn't respond properly to some modded block and returns a "null" for the StructureStart. Unfortunately the crash doesn't happen until the StructureStart gets used, which is by something else, so you don't see which mod actually caused the problem. Climate Control has nothing to do with this error - it's just placing biomes. The likeliest suspect is a not-too-popular mod which places buildings. Try pulling some out for a test world and see if it helps.


    Could it be any biome mods that add villages to biomes aswell? Would I need to disable them? I'm getting a similar crash without any mods that go out of their way to spawn structures. I'm really scratching my head as to what it is and why... My suspects fall on my two biome mods and possibly the galacticraft mods? Or possibly thermal foundation which I was using to modify oregen...
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    Thank you.~ worked like a charm.
    Quote from Reika»
    Either delete the ThaumCraft API from DragonAPI or wait for v3.
    Posted in: Minecraft Mods
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    posted a message on Reika's Mods (Tech, WorldGen, Civilization, and more)
    When attempting to start a Thaumcraft infusion process, I receive this crash: http://pastebin.com/4FgF0ZVR

    Currently using Forge 10.13.2.1230

    DragonApi V2

    CaveControl V2
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    http://www.reddit.com/r/feedthebeast/comments/2mowne/dw20_17_my_hungry_node_is_getting_a_bit_ridiculous/ Okay now I gotta know.. Just how do hungry nodes work in this new version of thaumcraft? How does it pick up new aspects? What sets the cap.. etc etc..
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from IStoneI»

    ignis and vacuous would make more sense than ignis and perditio imo.

    I feel like in some cases, it would make sense to have some aspects to have multiple parent aspects rather than one defined set, would definitely help out in the research game where you have tons of one aspect that you use in parts, but then end up using tons of a component that isn't so widely covered..
    Posted in: Minecraft Mods
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    posted a message on Hardcore Ender Expansion v1.8.6 (700,000+ DL'S)
    Quote from chylex»

    No help against strong armor, if overpoweredMobs has barely any effect, I don't think you can really do anything apart from explicitly disabling the armor. It must be the armor, since diamond with full protection still does a lot of damage to you if you're not careful.

    Ah alrighty I was hoping to avoid that as it was the only armor that really seemed to be balanced to a vanilla scale but I guess there's more to it than the vanilla armor scale system is telling. I found a solution through natural absorption mod at least though. Hoping it'll equalize all unique armors.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from MentalMouse42»

    The hungry node gets the full aspects of whatever it eats (and can gain new aspects this way), except that all its aspects are limited to the highest aspect it had when it was spawned. From Azanor's phrasing, I would guess that bullying smaller nodes won't raise the cap either.

    Doesn't seem to work this way anymore. I was having a play with it, tossing items at the node, but no dice.
    Posted in: Minecraft Mods
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    posted a message on Hardcore Ender Expansion v1.8.6 (700,000+ DL'S)
    So I've come here looking for some advice as I'm working on a magic themed pack that leads to an epic fight with the enderdragon. I've been trying my hardest to get the fight to where the dragon is a challenge. However even giving it the best chance I could with a well prepped player without letting them achieve invulnerability armor before the fight. the dragon still could not deal the damage it needed to be a threat. I was testing this with Thaumiam fortress armor and boots of the traveler, enchanted up with protection four on all pieces. It displayed about almost a full armor bar missing about a piece and a half rating wise. However even in hard with hardcore mobs turned on.. The dragon couldn't really do much to me. I just recovered almost instantly

    The only time I noticed any damage is when the first two drumsticks of hunger drained and I stopped regening health naturally. At that point the dragon was fully capable of doing damage about half a heart at a time. Is there any chance the dragon will receive any attacks that can pierce armor? I've been looking into a few other methods to try and tone down the player defenses such as trying to remove health regen for the meantime.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from IStoneI»

    thats a pretty good idea. guess ill be using the use golems to replant the stuff then, until the harvest golems are fixed, if thats possible.

    by the way. since youre using botania anyways, and you have auto crafting. pumpkin might be more efficient than nether wart for the herba.

    because each pumpkin gives 4 seeds with 1 herba each. im using the golem crafting bench from automagy for the seeds.

    and the auto crafting should be pretty easy, since its a 1 item recipe, you should just have to pipe the pumpkin into the crafty crate through a hopper, or directly with a golem.

    just saying since youre voiding the other 2 aspects on the nether warts anyways.

    Hm never thought about that.. I have both automagy and Botania, I could probably save a lamp of growth aswell. Might give this a quick overhaul to see how it works out. Might even cut down on how many arcane alembics I needed for the settup without all that other fluff getting in the way. Thank's for the tip.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    So I saw a post a page or two back mention they were having issue's with manabean farming. When it comes to mana beans i've taken to alternative means and used a "use" core golem instead with ordo upgrade to place mana beans down in proper positions. And then having a few harvest straw golems around with aqua upgrades to harvest everything, and finally a gather golem to tidy up and bring it back to the replanting chest.

    http://imgur.com/a/h2cl2#0

    There is a picture of a mana bean farm I had set up. Two iron golems one with use for replanting, the other with a gather core to pick all the mana beans. It's probably going to be a bit of a pain in the butt and I'm sure someone can make one that does the job proper. But it works with no hiccups. I'd recommend just focusing on hard to come by aspects like spiritus, and lucrum.
    Posted in: Minecraft Mods
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    posted a message on [TC4 Addon] Forbidden Magic - v0.575
    Honestly not a clue, I was just trying to quote someone else when I wrote that but it didn't and not it looks weird. But given that everything was reworked, it seems likely that the value on mana changed. Look above my post someone mentioned that the wand refills much easier now. I was merely informing them that The wand was balanced around an older version of Ars Magica.
    Posted in: Minecraft Mods
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    posted a message on [TC4 Addon] Forbidden Magic - v0.575
    The wand was balanced around an older version of Ars Magica, it may very well be possible that it's a bit out balanced now since the re-haul. But before leveling was a bit more challenging and the gains from leveling didn't help to much. A wand charging could very easily destroy a level 34 mage's mana reserves.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Ah glad I checked the forums, was thinking about a mana bean farm. did a bunch of trading with pech and slowly realzed how awesome this change is with pech. Managed to get a fair amount of higher tier beans from trading for a couple of hours.



    Also just a question, I combined several of the knowledge fragments into an unknown research. However I'm unsure of what to do with it. I have plenty of items I haven't scanned to unlock like the bone bow or bath salts. However I can't seem to figure out what to do with it once it's made. I've tried right clicking the research, scanning it, throwing it in the table, and even putting it in a crafting grid to see if I can uncraft it once I couldn't figure out what to do with it.



    I understand they are meant to reveal researches in cases that would normally require you to scan something like ethereal rose from taint, but my problem is, what do I do with it once I have combined it and received an "unknown research".
    Posted in: Minecraft Mods
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