I'm not up to date with the know-how of Thaumcraft 4's working, so I dunno if these materials are even being kept in. Just thought this would be an interesting addition to the magic-filled apocalypse that Thaumcraft already is. =3
If I knew the order to put them in, and what folders need to be sorted into, I'd do the cutting up myself and get a painterly texture set out to folks. Since 1.5, I've no clue where things go and what they need to be sorted as.
Is there any Texture Pack variants for Metallurgy 2/3? For, as an example, the Painterly texture pack or DokuCraft? At this point it's either someone already has made these, or I'll have to chop up the ones I have and hope I get the ordering right.
Well right now i'm in the process of trying to create a room dedicated to your mod in my lobby to ensure that anybody on the server is aware of all of the recipes.
I'm having abit of trouble with these:
-Book Of Shadows
-Book Of Carnage
-Vessel (Got the keeper down, just not sure where to go from there)
-Not sure what blocks to use inplace of obsidian for both blood crucible and altar.
-General Glaive recipe (It was posted abit earlier, so i'll get around to checking that in a minute)
I think that's it.
I'm not sure If it's just me being blind and looking straight over the top of the recipes, or if they aren't listed in the OP, I know they're probably somewhere in the thread, but dat searching. :3
Cheers for the fast reply.
Books:
shapeless recipe: Gold Ingot, Feather, Full* Blood/Soul Keeper, Book
Hey azanor i have some ideas for your cool mod!First I think it need more machines and building materials and things like dull ingot,ignis ingot,aura ingot,etc. .Second i think would be cool if you make some addons things like aspects pipes for the crucible, more golems,new thaumic mobs and even the taint.I think i would like to see something like a grandfather 's clock but with a vis detector and some tallow candles decoration like candelabres( I think that is the name).I hope you enjoy my ideas!
I like your idea with socketing and better yet, it can fit into this mod or a big mod by itself that can make compatibility with other mods out there with jewel socketing and gem cutting, introducing with plenty of unique jewels that have a special effect, and if added to a particular colored socket on a piece of gear, it will gain a bonus after all the gems are socketed with the right color, think world of warcraft's socketing and jewelcrafting system and implant it in minecraft in a way, or you can make it something similar to Diablo 2.
That would be nice, If I could make this into a mod I would. Along with this came the idea of using gems in a similar way to the Vis Condenser in Thaumcraft 2, using a machine to convert non-vis crystals into vis or charge them to store vis in some way. Probably using a device that uses the new light detector in it's recipe.
[Arcane Wood Block] [Any Vis Shard] [Arcane Wood Block]
[Arcane Stone Block] [.....Crucible....] [Arcane Stone Block]
Just to add a bit more use out of the crystals, charging them with Vis could pave the way for an upgraded version of the Crystal Core(if it's kept in) and maybe allow it to pull in multiple nodes(if they're kept in) or generate Vis on it's own. Maybe use the clear qualities of Diamonds and Clear Beryl to build an Aura Stabilizer(if it's kept in).
I had an idea that I posted in another mod's topic, but felt it'd be better with this mod.
Along with the vis shards and crystals, what about adding a few other crystal variants(like Red Beryl or Smokey Quartz) and make the wand socket-able? It'd give a new source for different aspects of elemental vis with different crystals applying different affects depending on the level of the wand and the order they're added.
Here is a few examples:
Apprentice Wand: 1 Socket, 50 Vis Supply
Socket 1: Clear Quartz (Increases Vis regeneration by 10%)
Wand of the Thaumaturge: 3 Sockets, 1000 Vis Supply
Socket 1: Blue Beryl (Flux generation reduced by 15%
Socket 2: Clear Quartz (Vis consumption reduced by 5%)
Socket 3: Blue Garnet (Frost Affinity)
Apprentice Wand: 1 Socket, 50 Vis Supply
Socket 1: Red Beryl (Slight decrease in Fire Aspect costs)
This is just wishful thinking on my part, wouldn't mind seeing something like this in a mod, and I have no idea how to create something even remotely close to the stuff you've worked with. Perhaps use different gems to augment wands in a similar way:
Wand of Equivalent Trade: 2 Sockets, 250 Vis Supply
Socket 1: Rose Quartz (Vis Supply increased by 25)
Socket 2: Amethyst (Effective range increased slightly)
Adding gems to Metallurgy seems a bit weird in it's own sense, save for were a certain crystalline compound is added into a smelting process.
Gems would, however, offer a better alternative to the Abstracter for the Fantasy Metal set., where the crystals located could either be thrown into a crystal-light converter (possible a combination of a light detector and a furnace) to be converted into a decent amount of experience, or used in a separate machine to circumvent the need for experience. For example:
a Clear Quartz sample would yield roughly 5 points of XP, but could be used to enchant an object with a single level 1 ability.
a Red Beryl sample would yield roughly 27 points of XP, but could be used to enchant an object with a single level 3 ability or two level 1 abilities.
Being apart of the Fantasy Metal Pack would justify the reason the crystals are even useful outside cosmetic options, and would give the crystals some purpose beyond cosmetic or basic enchantment.
Opinion: I've always felt the abstracter to serve an obsolete purpose, while there are scores of "mob grinder" designs and destroying otherwise useful metals for the sake of enchanting feels like a waste of resources. Crystals have always served a mainly cosmetic purpose in the modern world, but giving them any qualities beyond that would be purely fictional.
From what I've experienced, the "Builder" bug happens when they're building the foundation for any structure and are shunted off the programmed path by blocks and other barriers.
To: EVERYONE ELSE
If you're still having the "Builder" bug with the latest version, use a fishing rod to 'lure' the builder back towards the foundation. There's a good chance (86% of the time) that the builder will return to construction. for the other 14% of the time, keep pulling them towards the foundation until they resume building.
I've no clue if someone else has already had this problem, but I've been trying to make a Mint using the recipe in the first post and it wont work. I thought I may have misread the recipe and tried it a few more times, replacing Stone blocks with Cobblestone and Stone Brick blocks with the same result.
Are mints still not working or is there a bug that I didn't see reported?
EDIT: Using the Uncrafting Bench (Creative Mode), I took a look at the Mint's crafting recipe.
Here's what came up:
| |
| |
| |
=Redstone dust
=Piston
Tested in Survival, and it worked.
Note: Should change the recipes to list Iron Ingots as Ingots, as Iron Bars is a separate item.
Well texture sheets do come bundled in a way. only the replacers really have single images.
From the looks of it, you will have to rename the image files if you download from his imgur.
Download them as a zip and extract or individually, and rename as follows:
HJdbF -> MetallurgyBaseMetals
OCHlx -> MetallurgyPreciousMetals
Uiu6x -> MetallurgyFantasyMetals
xzeQ3 -> MetallurgyNetherMetals
yOU5q -> MetallurgyUtilityOres
Make a folder named Shadow, put these into it.
Open the Painterly texture pack zip and drag the folder into the zip window and make sure it appears there with the rest of the folders
Hope you have WinRAR or 7zip, I think those work best for this.
If you mean texture pack stuff, just drop it in the Shadow folder in Core's .zip.
If you mean the vanilla replacement art, you can't.
I'll explain a bit more:
I like the Painterly textures made for this mod, and I would like to use it along with my current Painterly texture pack. I am unsure on how to use them, since the download has all the textures bundled into 5 images as opposed to individual sprites.
I want to use the Painterly textures, so as to not "cheat" by making the ores exceptionally easier to see by exploiting their Out-of-Place look. I hope posting this will clear some things up, and I'll try the suggested methods of installing.
2
Runic Anvils: Using the magical energies that be, you yield more repair work from fewer materials and reduce the level-cost for enchantments.
recipe: Something like...
[Vis Crystal][Thaumium][Vis Crystal]
[Thaumium][Iron Anvil][Thaumium]
[Thaumium][Thaumium][Thaumium]
I'm not up to date with the know-how of Thaumcraft 4's working, so I dunno if these materials are even being kept in. Just thought this would be an interesting addition to the magic-filled apocalypse that Thaumcraft already is. =3
0
0
1
you're very much welcome!
Glad to help when I can.
0
Books:
shapeless recipe: Gold Ingot, Feather, Full* Blood/Soul Keeper, Book
Essence Vessels are dropped by Harbingers
Netherrack for the Blood Crucible/Altar
Glaive:
[B][X][X]
[X][S][X]
[S][X][B] B= Blank, X= wood, stone, iron, etc. S=Stick
0
Crucibles, either Blood or Soul, don't render at all for me, and it doesn't look to be a conflict with any other mod I'm using.
I've no clue what's going on with this.
*EDIT* Scratch that, just use the latest version of Forge, fixes it.
7.7.0.608 and up
5
This hurt just reading it.
0
That would be nice, If I could make this into a mod I would. Along with this came the idea of using gems in a similar way to the Vis Condenser in Thaumcraft 2, using a machine to convert non-vis crystals into vis or charge them to store vis in some way. Probably using a device that uses the new light detector in it's recipe.
Something like:
[Arcane Wood Block] [Light Detector] [Arcane Wood Block]
[Arcane Wood Block] [Any Vis Shard] [Arcane Wood Block]
[Arcane Stone Block] [.....Crucible....] [Arcane Stone Block]
Just to add a bit more use out of the crystals, charging them with Vis could pave the way for an upgraded version of the Crystal Core(if it's kept in) and maybe allow it to pull in multiple nodes(if they're kept in) or generate Vis on it's own. Maybe use the clear qualities of Diamonds and Clear Beryl to build an Aura Stabilizer(if it's kept in).
0
Along with the vis shards and crystals, what about adding a few other crystal variants(like Red Beryl or Smokey Quartz) and make the wand socket-able? It'd give a new source for different aspects of elemental vis with different crystals applying different affects depending on the level of the wand and the order they're added.
Here is a few examples:
Apprentice Wand: 1 Socket, 50 Vis Supply
Socket 1: Clear Quartz (Increases Vis regeneration by 10%)
Wand of the Thaumaturge: 3 Sockets, 1000 Vis Supply
Socket 1: Blue Beryl (Flux generation reduced by 15%
Socket 2: Clear Quartz (Vis consumption reduced by 5%)
Socket 3: Blue Garnet (Frost Affinity)
Apprentice Wand: 1 Socket, 50 Vis Supply
Socket 1: Red Beryl (Slight decrease in Fire Aspect costs)
This is just wishful thinking on my part, wouldn't mind seeing something like this in a mod, and I have no idea how to create something even remotely close to the stuff you've worked with. Perhaps use different gems to augment wands in a similar way:
Wand of Fire: 2 Sockets, 250 Vis Supply
Socket 1: Citrine (Fire damage increased slightly)
Socket 2: Smokey Quartz (Fire-cone width slightly increased)
Wand of Equivalent Trade: 2 Sockets, 250 Vis Supply
Socket 1: Rose Quartz (Vis Supply increased by 25)
Socket 2: Amethyst (Effective range increased slightly)
0
Gems would, however, offer a better alternative to the Abstracter for the Fantasy Metal set., where the crystals located could either be thrown into a crystal-light converter (possible a combination of a light detector and a furnace) to be converted into a decent amount of experience, or used in a separate machine to circumvent the need for experience. For example:
a Clear Quartz sample would yield roughly 5 points of XP, but could be used to enchant an object with a single level 1 ability.
a Red Beryl sample would yield roughly 27 points of XP, but could be used to enchant an object with a single level 3 ability or two level 1 abilities.
Being apart of the Fantasy Metal Pack would justify the reason the crystals are even useful outside cosmetic options, and would give the crystals some purpose beyond cosmetic or basic enchantment.
Opinion: I've always felt the abstracter to serve an obsolete purpose, while there are scores of "mob grinder" designs and destroying otherwise useful metals for the sake of enchanting feels like a waste of resources. Crystals have always served a mainly cosmetic purpose in the modern world, but giving them any qualities beyond that would be purely fictional.
I can elaborate if anyone wants me to.
0
From what I've experienced, the "Builder" bug happens when they're building the foundation for any structure and are shunted off the programmed path by blocks and other barriers.
To: EVERYONE ELSE
If you're still having the "Builder" bug with the latest version, use a fishing rod to 'lure' the builder back towards the foundation. There's a good chance (86% of the time) that the builder will return to construction. for the other 14% of the time, keep pulling them towards the foundation until they resume building.
Hope this helps somewhat.
0
The recipe wasn't screwed up, just a mix-up. The Mint Loader (named Storage in-game) recipe seems to be spot on.
0
Are mints still not working or is there a bug that I didn't see reported?
EDIT: Using the Uncrafting Bench (Creative Mode), I took a look at the Mint's crafting recipe.
Here's what came up:
| |
| |
| |
=Redstone dust
=Piston
Tested in Survival, and it worked.
Note: Should change the recipes to list Iron Ingots as Ingots, as Iron Bars is a separate item.
0
WinRar, Always. =)
Thank you for explaining this!
0
I'll explain a bit more:
I like the Painterly textures made for this mod, and I would like to use it along with my current Painterly texture pack. I am unsure on how to use them, since the download has all the textures bundled into 5 images as opposed to individual sprites.
I want to use the Painterly textures, so as to not "cheat" by making the ores exceptionally easier to see by exploiting their Out-of-Place look. I hope posting this will clear some things up, and I'll try the suggested methods of installing.