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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from 3damnmuch»

    that is strange, the ONLY crystals i've seen grow at all from the clusters i crafted and placed were the flux ones, i was using vis after crafting them, but not a whole lot of stuff that should make flux, i was personally assuming at least for flux crystals they must work the inverse of a battery, always wanting to be as full as possible and taking a small bite out of whatever flux is generated.

    all assumptions and yes, seconded, for crying out loud, we really need more information on the aura system in TC6, desperately.

    also, might just be me, but there's absolutely no way to purify taint?

    just be glad this isn't the classic thaumcraft versions, i guess.... i've literally been run out of at least one or two bases because of taint back when the seals system was still around.

    also to be entirely fair, flux has never been easier to avoid early on either, just always have a handful of nether quartz shards to dump into the crucible after use until they don't interact anymore, thankfully they don't contain any aspect pollutants themselves or else we'd really be screwed with flux.

    The only way I've seen taint decrease so far is by spawning taint seeds... ideally if you are fast enough to kill them before they start to spit taint in the chunk you'll see the taint decrease because to spawn them a sizable chunk of taint is subtracted from the aura while very little is thrown out by the seeds upon death... still not the safest way, I was planning to put on the roof of my base some automated crossbows to kill as fast as possible any taint seed upon spawn. Also is it just me or there is no way currently to harvest single crystals from the cluster, I tried the old golemancer's bell but nothing (even the cheat thaumonomicon doesn't show a way) I guess it's because it's still a work in progress.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    Anyone can enlighten me on how the aura exactly works? I tried to place a tainted crystal cluster in my base thinking it will eventually grow, taking the flux from the aura and so getting rid of it, like it used to work, but it seems to have the opposite effect... concentrating flux in my base even more without any sign of growth (I lost almost all my roof to taint before I even realized).

    I was also wondering... without the totems or some other way to forcibly move the vis around how am I supposed to grow other primal aspect crystals?


    So a quick (kinda in depth) guide on the how tc6 aura works would be appreciated :D

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

    It's just me or in the latest beta you can't craft the triple meat treat?

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

    Hi everybody... long time no see.

    I'm having an odd problem with beta 11 both essentia smelting and arcane bellows tell me I need to consume vis crystals to complete the research but it won't tell me the aspect required.

    Also for the bellows I was about sure it needed an aer crystal but it won't accept it.

    Is there any command to unlock specific researches to temporarily "fix" my problem?

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

    Sorry guys, I have to put TC on hold. Check the OP for my reasons.



    Sorry to ear but I'm happy for you... take your time and come back stronger in the coding force ;)
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Azanor»

    So I've been struggling with a bit of a decision and I thought I might post it here to get a second opinion. Not sure I want to do it as a poll though.


    The research table with it's minigame will still be around in TC6, however it will basically be a crafting mechanic to make "Theories". Theories is one of the new currencies you require to unlock research. For example, unlocking Infusion crafting might cost 5x "Observations: Magic" and 3x "Theories: Magic". Observations you get by scanning stuff (for the most part).


    The problem I have is as follows. Where to get the pool of aspects required to finish the old aspect puzzle. In earlier incarnations of TC it was gained by scanning and in TC5 you just had a pool when you crafted the research note.


    Now I'm thinking of making require breaking down items. In other words you need to sacrifice something with AER to be able to get AER points to complete the puzzle. Combinations are no longer possible. One of the reasons I'm considering this system is that in the great scheme of things you will be spending a lot less time at the table thus I want to give things there a greater cost.


    The alternative is the TC5 way - in other words you start with a pool of primals and you need to combine them to finish the puzzle.


    What do you guys think?



    I'm back! Missed me?
    There are ups and downs with both: breaking down items was abandoned because it was too grindy with higher tiers, especially if it wasn't your first run it resulted boring, also while earth aspect is always common something like aer usually was a big issue.
    Giving a pool of aspect defeats the propose of an increasing curve of difficulty which was your point I assume.

    I suggest a third way, make the research table suck aura to convert it in research points (I only have a partial idea on how the new aura works so if it's not doable just ignore me) as new TC6 aura is raw it can be converted in any element, I suggest the research table to build up elements like one of each every X vis sucked from the aura or a random element maybe encouraged by some focusing objects (like a candle for fire or a pool of water for water to increase the odds) this will also require a redstone signal or something to not mess with the aura in an uncontrolled way, you could add multiple tier of research tables or researches to make the process faster or more efficient. Point being that research will require a good knowledge of how aura works and its limits so expert thumaturges will likely be able to perform research in a more efficient way. It will also requires to build thaumcraft apparatus while you're researching (to manage the aura), instead of unlocking it all (I'm guilty of that) before starting to really play TC.

    Bonus fact: this will make the research totally loose from any non TC resources so no other mods (unless specifically designed) can mess with the process, for example if feathers were a good source of aer and a mod allows me to turn dirt in to feathers the balance would be broken.

    Possible downsides: it will still takes time but it will allow you to do other things while aspects are building up, might require a chunkloader to keep the chunk the research table is in loaded while you're off doing stuff (unless you come up with a smart way to keep in account ho much time the chunk was unloaded and catch up with the production) it will require multiple tier items to manipulate the aura even early on because otherwise I assume things will get messy pretty quick.

    Hope you like, back in the shadows.

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

    Well I'll try once more with the brains as soon as I gather another stack and if it doesn't work I'll just go for the bothersome way thanks for the help ;)

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Numbers626»

    Temporary warp doesn't usually work, you need sticky warp and then wait until you have a warp event.


    that was my fear... it's bothersome having to craft things that generates warp just to that end and then have to craft all that soap to get rid of it <_<
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Shirololl»

    You did read the bible, didn't you?

    yes when I said: "I had the Eldritch Epiphany with the book" the book I was speaking about is the item Crimson Rites which I assume is the bible you are referring to...
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    I need a little help, I might be doing things in an outdated way :unsure:

    I had the Eldritch Epiphany with the book but now I can't unlock the revelation. I unlocked all the researches under the Epiphany and gained max warp with an old trick:

    the eating zombie brains trick (to take temporary warp instead of normal one).

    I maintained the level above the second mark on the sanity checker for a while... I even had a couple of warp events in the meantime but no revelations. So either I'm doing something wrong or I'm just unlucky as usual... just wanted to be sure it wasn't the first one.

    Posted in: Minecraft Mods
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    posted a message on Tinkers' Construct 2

    Hi there I'm a little new to the mod just wanted to ask 2 things that may or may not be bugs. First I have to say I'm playing the 1.8.9 version because some of the mods I use are not updated to 1.9 yet, so if it was a bug and it's fixed in 1.9 please don't rage on me :P .


    1) The most likely to be a bug (or a bad mod interaction, who knows) I made a cleaver but my problem is that sometimes when it swings deals no damage, and by sometimes I mean if you spam the mouse button only the first hit deals damage then nothing, I have to stop pressing the mouse button for a precious second or jump/move in order for it to deal damage again ( I know because I have waila and in the UHD shows the mob's health) considering how slow it swings that's a major problem for me so I was forced to go back to the broadsword.


    2) this might be intended actually but it would be strange imo all the swords (so broadsword, longsword, cleaver and also battelsign) instead of being more effective on cobwebs can't actually harvest them at all and this is a major pain in mineshafts when trying to kill spider spawners.

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from frost11111»

    I am not playing on a server, I am using the minecraft launcher and I am admin on my pc. My achievements are also getting reset.



    back in the day that issue was caused by optifine I remember Azanor getting mad at trying to figure out what was causing it...

    But I guess that was TC4 and it was fixed not likely to be it again


    Edit: Unrelated but last comment was still mine so.

    Question: is there really still no legit way to craft the Void capped Primal Staff? I'm wearing the void thaumaturge stuff and using the thaumium capped silverwood scepter for maximum vis discount but it's still not enough. if I'm missing something just spoiler me all the way :D

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

    Are you using totem poles? You could use the stabilizer totem pole if you aren't.

    I'm using poles but mostly the ones to increase the outer area (because of my old strategy the flux generated by the totem wasn't an issue) on a test world I tried throwing in 1 or 2 stabilizer but it doesn't seem to have a significant impact... at this point I think I'll ride a magical forest for silverwood saplings and proceed as Farproc said it was my plan B from the beginning. At this point I don't see much use for totems either.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from XTclssgmng»

    Move the primal vis types away from the taint shards, or vice versa.



    the problem is that by doing so the flux generated by the totem itself will eventually cause problems... unless I pack the area with pure nodes but if I do so focusing the aura becomes pointless... on the other hand I could use separate totems for each primal so I can focus vitium in a separate area but seems more trouble than it's worth.
    I'll have to seriously plan this one cause I set base like I usually do thinking my strategy was still valid and changing the setup in the middle of things it's going to be a pain :(


    Edit: problem partially solved because seems like balanced shards in totem don't attract even flux (wasn't expecting that... I'm really rusty :D )

    Posted in: Minecraft Mods
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