Found a bug of sorts. The material books think Thaumcraft-Quicksilver is the same as Metallurgy-Quicksilver, so if you drop some TC4-quicksilver on the ground then pick it up, the books think you have access to an Alien-level mining material.
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May 29, 2015Posted in: Minecraft Mods
Yeah, if void jars produce pollution in exchange for conveniently disposing of unneeded essentia I will probably just toss extra phials into a trash bin or whatever rather than use void jars. Making a convenience item inconvenient somewhat negates its purpose, doesn't it?
The other changes seem okay. The capacity of alembics never really mattered much, IMO. You almost always wanted to just hook up a golem or all the jars that were needed for the items you planned to burn, so the capacity never really came up unless things overfilled somehow when using the jars solution. Having a slower, wasteful essentia smelter in the beginning is okay so long as it can be upgraded to a decent speed with 100% efficiency in the end.
That said... I just hope the starting smelter isn't too slow. When you first build one you're going to immediately melt down a lot of stuff, which means a lot of waiting if it's super slow.
May 7, 2015Posted in: Mod Packs
I've got a bunch of new content to release. I'm going to go back through this forum thread and try and fix as many bugs as I can before that happens. Expect a new version to be rolled out tomorrow!
Until then, have a teaser image of Captain Shiitake, the winner of my mini contest to see who could first find vanilla hostile mobs naturally spawning!
Wow! I didn't expect to be captain!
Mar 20, 2015Posted in: Mod Packs
Ohhh, I see what's going on. Natura has its own mushroom stew item (it stacks, unlike vanilla stew), and that's what you get if you try to make vanilla mushroom stew via manual crafting. If you just give yourself mushroom stew via NEI it's vanilla stew, which works properly. The natura stew does not.
Mar 18, 2015Posted in: Mod Packs
You can find a sinister node and approach it while it's dark. Furious zombies will spawn from it, which drop loads and loads of rotten flesh. Or, you can find a zombie spawner. The main issue is that all the tainted passive mobs (and swarm spawners) hog the hostile mob cap, along with thaumslimes spawning from bats underground. Killing off the tainted sheep or whatever in the overworld will eventually allow vanilla mobs to spawn in cleaned zones. It also helps if you clean a large area so that thaumslimes don't spawn so much, but I don't think that's completely necessary.
Sep 18, 2014Shiitake posted a message on Grimoire of Gaia 3 (1.12.2) (1.7.1) (Updated 01/27/2020) - Mobs, Monsters, Monster GirlsI found a bug. If you get killed by the extra "base damage" half heart of armor piercing damage, there is no death message. I'm not sure exactly why, but this also prevents a gravestone from spawning if the Grave Stone mod is installed- this means you lose everything because you don't drop your items either!Posted in: Minecraft Mods
You can easily see this by fighting a Centaur without armor. You die in exactly two hits from full health, and there is no death message nor gravestone.
Aug 29, 2014Posted in: Minecraft Mods
It is very similar to Peaceful where you're locked out of certain things, yes. However, unlike peaceful, if you turn warp back on, you're screwed out of the warp points you could've gotten from research or crafting while it was off. Also unlike hostile mobs, you cannot avoid warp effects while standing around in your base. If there was a machine you could build that kept warp from affecting you while you were near it, that would be an acceptable tradeoff. Right now, if you want eldritch stuff, you have to deal with warp effects ALL THE TIME. It'd be like not using torches. Sure, you can wall off the mobs, but they're still going to spawn inside your base so every time you come home you have to clear it out. Similarly, warp is ever-present.
Warp being permanent, irreversible, and unable to be completely suppressed are the issues here. If any of those three things were not the case, it would not be a problem.
OH RIGHT. Also, Azanor doesn't advertise the fact that turning off warp locks you out of eldritch research. If I KNEW this was going to happen, I would've tried to play with warp on first, instead of just going "permanent debuffs are stupid" and turning it off. Hiding absolutely crucial information like this is UNFORGIVABLE.
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Sep 4, 2014Posted in: Minecraft Mods
just want to point out, thats not entirely true. silverwoods are another source of nodes. and they are 100% renewable via pech trading.
i think there is a general solution to this discussion.
- created by aquiring forbidden knowledge. add a low base level of warp that occationally causes minor effects, even with all the knowledge researched, including the eldritch knowledge. i think this also should appease completionists, who just like to have everything researched, even if theyre not crafting everything.
and addon mods that add their own forbidden knowledge wouldnt cause the system to spin out of control. (at least not as fast)
of course the eldritch knowledge is still only unlocked, if you had high amounts of warp accumulated at one time.
temporary warp in 2 variants
decaying temporary warp
- crafting forbidden items causes higher amounts temporary warp, that decays very slowly over time. the amount they add would be dependent on the item you craft. flesh golems and advanced golems would add minor amounts of warp individually, and only create high amounts of temporary warp if crafted in bulk. crafting very powerful items like the infernal furnace and the eldritch items would cause higher amounts of temporary warp. if you overdo it and craft 3 or 4 of these powerful things without "cooling off" and take time to come back to your senses, things would get really dangerous really fast.
- using certain items like a wand with void caps to cast spells or craft, or a primal focus, could also cause temporary warp
static temporary warp
- wearing certain items like void thaumaturges robes, or a staff of the primal and similar powerful edritch items would add a static amount of warp to your player, until you remove them from your inventory. basically as long as youre actually using these powerful items, they are adding warp. as soon as you remove them and are not using them, youre suffering less from warp.
an example: you put on a void metal helmet, which adds +5 warp to your player, for an increased amount of base warp level as long as youre wearing it. as soon as youre taking the helmet off, youre losing these 5 points of warp again. just a number i made up on the spot, because i still have no idea how much warp that actually is
i guess warp decreasing items are working similar. in that the mask for the thaumium fortress helmet applies a static negative modifier to your warp, as long as youre wearing it.
ideally, just having everything researched without having accumulated temporary warp, and wearing a couple items that reduce warp would cause you to have no effects at all.
while wearing a couple powerful eldritch items would make warp noticable, and crafting forbidden things on top of it, can make it severe, until it decayed again to noticable amounts.
edit.: things like walking through a taint biome, or being near a sinister node could add static or decaying warp aswell. making it a bit more dangerous to come into contact with those things.
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