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

    Unfortunately, the cool runic effect never made it past 1.7.10 due to difficulties with implementation. Unless someone feels like modding it back in on their own, I wouldn't expect it to return.

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from MACMAN2003c»

    When I kill a taint seed, another one quickly takes its place, essentially making fighting the taint even more impossible.

    Also, the taint tendrils on "taintified" things move, I am unsure if that is intentional or not.

    P.S. Only the ores & the crystals spawn, nothing else.



    Step 1: Make a bow.
    Step 2: Enchant said bow with every enchantment possible.
    Step 3: Shoot taint seeds until you drop or until the taint starves and dies.

    I'm sorry I can't offer anything better, but until azanor bestows a method of actually stopping taint spread or scrubbing flux directly out of chunks, it's the least painful way. :(

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

    I messed with taint. Just a little bit.

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

    ?!

    First of all, revert back? Never did for us. Second of all, we killed everything in that biome and the blocks kept spreading it. After killing the blocks, it still returned.

    By now I presume there is someone who kept some blocks from the first outbrake and now creates new ones every now and again



    I may have just gotten off lucky, but really, all I did was kill off seeds with a power 5 infinity bow until the taint stopped spreading and started decaying. Granted I did have to go through 2 waves of seed respawns after killing the initial giant taint seed, without ever once breaking a single block of tainted soil or fibrous taint I did actually reach a point where the biome naturally became flux starved and decayed back to dirt all on its own.

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

    Only things missing in the Thaumonomicon for me too.

    Taint is even with world edit deleting every tainted block and the creative sponge destroying every last piece of flux impossible to fight.


    What's up with that?!


    Killing everything tainty or fluxy whould destroy it all!


    Next thing I am going to try is deleting everything from rock bottom!


    Taint is actually pretty easy to fight though. I stopped it just by running around and slaughtering every giant taint seed and regular taint seed that spawned until they stopped and the ground started turning back to regular dirt.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Zia_Avenicia»

    On another note, I'm currently stuck on two things - One of which is research that is currently unavailable to me in the Arcane Infusion tab. The screenshot within the spoiler contains the research items that are currently unavailable.



    Next thing that I'm stuck on would be the beginning of the Eldritch research. I have the research node on the fundamentals page of the Thaumonomicon, but when I click on it, it's blank, as shown in the spoiler below. I can only assume that I have to get more warp before the text becomes visible to me, but I want some confirmation just to be sure, but who knows, maybe I'm just an idiot and it's not available yet. But if it does require more warp, are there any renewable ways of generating warp that are relatively inexpensive? I know Zombie Brains used to give warp, but they don't anymore, and I'm not sure if that's intentional or unintentional.



    As far as I'm aware, eldritch research is currently unavalible due to the vast majority of it being either heavily WIP or unimplemented. As for the branches of arcane infusion, I almost there, but I still have to complete the infusion altar research and some more alchemy stuff.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    The mystery aspect is the combination of the two known aspects. In your case, you have to look up what Victus + Mortus makes in the aspect list, and then include a vis crystal of that aspect in your inventory when you use the card.


    It actually took me about 45 minutes to figure it out. :P

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


    My response can be summed up in this one meme:


    My feelings on this matter are exactly the same as yours, except mine are followed by this additional meme:


    It's (almost) time for the madness to begin again. :D
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    I don't think I have ever seen a Mighty mob before, now that I think of it. I have seen/killed Spiked, Infested, Sickly, Bold, Vampiric, whatever the one that boosted warp was called, and Warded mobs, but never a Mighty. Just how rare are they?

    Posted in: Minecraft Mods
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    posted a message on Ice and Fire: Dragons in a Whole New Light! - Build 1.1.0 - 1.11.2 Update

    F5 does not work well at all when riding a stage 5 dragon. The screen is still obscured almost entirely. I wish I had a solution for this, but I have yet to find one. :/

    Posted in: Minecraft Mods
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    posted a message on Ice and Fire: Dragons in a Whole New Light! - Build 1.1.0 - 1.11.2 Update

    The last I checked, the nests with eggs were disabled at some point due to the mamma dragons frequently griefing them. I'm not sure if this has changed, but the one way to get an egg that I am sure of is to kill a dragon that is at a really high growth stage and hope for it to drop.

    Posted in: Minecraft Mods
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    posted a message on Ice and Fire: Dragons in a Whole New Light! - Build 1.1.0 - 1.11.2 Update

    I have honestly never seen better renditions of vampires, werewolves, and the wendigo in any other mod. Well done! I can't wait to see them in game! :D


    I have one major question though. Is there an official plan to make it possible for the player to change form and become any or all of the aforementioned creatures? I have seen much speculation in the thread, and while I have seen many really good ideas as to how this can be done, there has been no official response as of yet. I won't press for the details because spoilers = bad, but a but if a yes/no/maybe can be given, it would be really nice.


    Keep up the great work, all the new creatures look amazing so far. :)

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

    Literally everything TC4 is on CurseForge.



    Well, maybe not everything, you still have to grab one or two of the addons from their respective minecraft forum threads, but still, the vast majority of them are on the CurseForge mods page under the Thaumcraft tab. You also download TC4 and TC5 from Curse.

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

    Oooooh... whoops, I remember now. What about "planar binding" from Blood Magic?

    I am not familiar with that effect unfortunately, but I could probably test it see if it works. Do you know if it's available in Blood Magic 1.8.9?
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Dayyer»

    In Automagy, there's a ring that keeps Enderman and such from teleporting away. I don't know if it will work with said foci, though.



    Just so you know, the ring, or more accurately Ring of Ender Disjunction from Automagy(the lesser dungeon loot version and the normal Infusion craftable version) do not actually stop endermen from teleporting. What they do is deal a tremendous amount of damage to them when they teleport to or away from the immediate vicinity of a player. The weak one deals 8 damage, and the strong one deals 15. Wearing two of the lesser ring will boost the damage to 12, two of the normal one will boost the damage to 22, and one lesser ring and one normal ring will boost the damage to 19.

    In any of these scenarios, all you need to do to kill an enderman is get it to teleport to and from you a few times, which is exactly what the vis shard focus is extremely effective at doing, especially with the final upgrade.


    The ring is only available in 1.7.10 though.

    Posted in: Minecraft Mods
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