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

    Sweet, an update. Two, even. :P

    Quote from undefined »

    - candles and other items are now slightly more effective during infusion and you can have up to 12 (up from 10) - a much more symmetrical number




    Please don't tell me the instability calculations only counted 10 candles for instability purposes. That would explain much...


    Edit: Sorry, I meant for symmetry purposes. I'm aware of the general cap.

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

    Wait, so there are Crimson Cultists? I've never encountered any, so I assumed they aren't implemented yet. How do I find/get them?

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

    Ah, those things. Thanks, I didn't even think of those.


    I don't think it's a per-tick chance, per se, for a piece to be clogged up. My setup was sitting idle for a few hours while I was exploring, chunk-loaded, and nothing happened. Given that the one failing piece I mentioned earlier showed up in less than half an hour of purging, I'd think that show it only clogs when running, at least.

    Plus, I assume (baselessly) that it would be a per-point-of-flux chance of clogging. Makes more sense to me than simply time, and would make redundant/more lattice pieces useful to distribute points of failure. Azanor is quite thoughtful of his mechanics, so that seems more likely, all in all. When I have time, I'll test it.


    If you don't need the flux removed fast, yes, I assume only one lattice piece would suffice. If you need more, I guess a "two by X" shape would be enough for redundancy vs. efficiency. Aside from the first piece, two neighboring pieces would need to fail to knock out a bigger part, which is somewhat rare if you have a substantial amount of lattice. Whether it's worth it or not I don't know.

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

    Did replacing filters work for you? So far, I only had one clogged filter, but then I couldn't replace it. Clicking with a new filter just placed it down, and I had to mine the clogged filter to replace it.


    I didn't do much testing yet, but so far I'm using 12 filters in a 3x4 shape for redundancy. I'm at 25 seconds / 13 essentia per point of Flux.

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

    Right back at ya, AnrDaemon. I know, that's why I said I like it, and said a few pages ago that I didn't want to spam candles, even though (thanks to the bug) it would've helped me. Reading is hard.


    But, to actual post content:

    I installed a very basic setup for the new Flux Condenser, and had some problems getting it to work. Turned out that the Flux Condenser has 64 suction, so given there needs to be at least one tube between any jars and it, it can't draw essentia from labeled jars. Just putting it out here in case someone else has this problem. Took me a while to find. I'll also suggest increasing suction a bit on the github. I'm also pleased with all the vitium essentia it puts out. (The Thaumonomicon calls it "Flux Essentia", and I got excited about a new type, but it's just Vitium.)

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

    To be honest, I like to have a cap on candles. I prefer to have the altar look more natural with a few items around, instead of having to spam candles or skulls to game the system. It's also nice to have infusions go unstable, adds a bit more chaos and tension to the process. It just goes south way too early imho, especially if the Thaumonomicon only lists as "Moderate". Balancing around the infusion going unstable at the end would be best, I think. There's still the possibility of incidents, but at least not starting halfway through. Also, although I'm hardly ever without some tech mods, I'd generally prefer if players in general didn't need to use other mods to boost stabilizers. Maybe adding an "arcane conduit" (i.e., a cable) to add more vis generators to a stabilizer would be a good idea.


    Of course, if there actually is a new mechanic incoming, I'd be hyped to try it out.^^

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

    Yeah, that's why I was asking about additional methods to stabilize infusions yesterday. It's manageable, barely, if you have additional essentia and materials, but it pretty much forces you to have doubles or triples of every ingredient handy. And you'll need to clean up flux and flux goo afterwards.

    I feel this needs a balance pass. ^^

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

    I knew that skulls counted, but I understood that it didn't matter which item was there (skulls, candles, etc.), so I just put candles and didn't bother with other stuff because of the cap. And yes, I put all of it symmetrically.


    Thanks Riyshn. I actually forgot where I had read that, but apparently it was GitHub. Do you have a link to the post, by chance? I will look for it myself, but right now I don't really have time.

    I put the stabilizer under the matrix in the ground. Meaning they would actually point at the matrix, just with a block of dirt (and the central pedestal) in the way. Maybe I should have phrased the question as "do stabilizers work through blocks", but I could/should just try that out some more myself.

    I kind of assumed that the Cultists would spawn around obelisks in the world, as they used to. But having a reference that they are (or seem to be) there is enough for me.


    Edit: Oh, and I just saw that B17 is out. So there might be more eldritch stuff now anyway.^^

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

    Had time to pay Thaumcraft all day yesterday, and a few questions popped up:

    - What are all the things I can do to increase Infusion stability? I have a few Candles, and five stabilizers, and I still get to "Dangerously Unstable" before half the essentia is drawn, even on "Moderate" infusions. I know I could put more Candles and stuff, but I read that in Beta17, those are capped at 10 anyway, so I wanna try without spamming.

    - Do stabilizers work from below the Altar?

    - Are Crimson Clerics implemented yet? NEI has a few things (their armor, for example), but I'd like to know if I'm just unlucky in finding them.^^


    Somewhat related to my last point: My Elemental Tools research was bugged, so I gave it to myself with a command. As part of that it also unlocked Alchemical Metallurgy as a prerequisite, so now I apparently can do Void Metal as well as some appliances. Is that in yet, or do I risk bugs using it?


    Thanks, and don't forget to spoiler some answers if necessary. ;)

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

    Need help for the Stabilizer: what RF or FE means?


    Those are units of power used by various other popular mods. Which means you can power your stabilizer not only with the Vis generator, but also with other stuff. If you don't have any of those, don't worry about it, just use Thaumcraft's generator.

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



    Two images attached. What exactly are these, and what do they do/is supposed to be done with them?



    The left one is a Flux Rift, which opens when there's too much Flux nearby. It reduces Flux in the vicinity (since Flux flows out of our Universe through them), and spawns various nasty stuff. It also destroys blocks and grows over time. As of Beta16, there's no (non-cheat) way of closing them again, you'd have to wait for the next update.


    The right image seems to be a Flux Storm (or whatever it's called). It damages you while you're in it (as you probably noticed). I'm not 100% sure, but I believe the Flux Rift spawns it occasionally, so it'd be one of it's effects.

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



    I just started an experiment on a remote island. Emptied a few jars of essentia there, and sure enough, the rift appeared. I waited for about an hour nearby, and it didn't go away. Now I placed a chunk loader there and quit. Let's see if something happens. If it doesn't, it might not be that bad. I emptied some more jars nearby, and the rift removed the flux within minutes.




    Thanks.

    The problem is that the rift eats at my base, specifically my infusion altar. It's a nice mechanic to incentivize the player to not go crazy, but if the rift stays (and gets bigger and bigger), that's a major problem to deal with.

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

    Spoilers for Flux ahead!



    How's everyone's Flux Rifts so far? In Beta14, mine didn't close, and after updating still doesn't. Well, after five minutes at least. Will continue to monitor, but could someone confirm please?


    And I know you need to get rid of Flux for the rifts to disappear, but I've used/cheated a Flux Sponge, so that would've done the trick, yes?

    Posted in: Minecraft Mods
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    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    I got a few problems. First off, yes, I use a few other mods, mainly techy ones. I can give a full list if necessary, just ask.
    First, I get crashes. I'm not sure when that happens exactly, and I'm not implying its Ars Magica, but I noticed some apparent connections. No log, because strangely that doesn't work, see below; I'll describe instead: When I go exploring, sometimes Minecraft crashes. No error window, no freezes, just back to desktop. After I fire the world back up again, there are (in every occurence yet) one or more AM-generated buildings in the chunks that got loaded or in the ones besides them (that were already loaded before and didn't have buildings). I guess this additional spawning is unintended, even on MC-crash?
    Second, on every death Ars magica apparently gets resetted. My magic levels are gone (even after I set the loss-on-death to zero) and my known spells in the table are gone. My spellbook and its contents are still there, though:
    Thirdly, some of the spells dont work, or at least Dig II doesn't. Mind you, I only tried this spell once, just before, and after a death, so according to my table, I don't even know the spell. Maybe that has got to do something? My Arcane Bolt works though, so ...


    The reason why I can't provide crash logs (at least not yet) is because for some reason MC doesn't work when I start it using MCError. Normally I'm using MagicStarter and I haven't figured out yet how to use the two together. So maybe it's not Ars Magicka's fault, but I would still be thankful for help.
    Posted in: Minecraft Mods
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    posted a message on Ars Magica v5.52.014 (Updated August 2) (1.5.2)
    I have a bug report of some sorts to make. Dunno if this was mentioned before, a quick skip over the last page brought nothing:
    I was Magic lvl 8 when I died, yesterday, and afterwards my magic levels were all gone. At first I thought this was intentional, but after a trip to the nether just now my levels were gone too, which I guess is NOT intentional. ^.- Just thought I better post this, just so you know.
    Posted in: Minecraft Mods
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