All of the wood packs have also been updated to take advantage of the retrimming feature.
I've updated both Storage Drawers and the wood packs to their latest versions, but unfortunately I'm only able to change trim using the base vanilla woods.
Hello, is there a possibility of adding an option to enable/disable things like mainly thaumostatic harness and armors/weapons like the runic or anything more powerful than fully enchanted diamond that will trivialize mob challenge more, i want flight/teleporting completely disabled for more challenge and to encourage and add value to more building oriented alternative ways to travel by land and water all the way to end game.
Thanks.
I second this request. I'd also like to have an option added to disable the Arcane Bore.
On the topic of consumables: Vanilla minecraft will disagree with you. Glass bottles stack. You can have 16 of them. You can consume them by right-clicking on a pool of water. One glass bottle will be consumed, and you will get a water bottle back.
That may be true, but that's not what they were talking about. Glass bottles stack, but water bottles (and other filled containers) don't - which was their point.
Last I knew, putting wool in a deconstruction table works well too. I got tons of primal RPs (except ignis) from tossing in wool. It also had an extremely high chance to give a RP too. I admit I haven't been playing much of MC lately so I'm not sure how well it still works with the new aspect changes.
When I still used the deconstruction table, I was rather partial to using blocks of flesh. I always have a large amount of zombie flesh, so it was a nice way to use that up and get something back for it all.
Most of the items you research and create last practically forever (barring incidents like falling into lava), making the time spent researching and creating the items a good return on the investment.
I loved the research in 4.0 (and found it to be a vast improvement over the research system in TC3) and had little to no issues with it. The changes made in 4.1 are nice, though I now have to remember to set the config to enable hard mode (all research must be completed in the research table) since I don't particularly care for the ability to "purchase" research. I have had no problems progressing through the mod, and I did not and do not use cheat sheets.
Research has never been difficult in Thaumcraft 4. The majority of difficulty expressed is (or was) often due to the user not approaching things with a logical mind, often spamming random aspects in an attempt to complete research rather than look at it and use logical thinking to figure out which aspects are most likely involved.
I also don't consider running out of research points a bad thing. It's similar to most anything else in the game, where you need to continue gathering resources for what you want to accomplish, be it cobblestone, diamonds, or research points to name a few. You run out, you go get more. That's not a problem as far as I'm concerned.
The fact that you seem to be relying on nodes made from a silverwood tree farm in order to gain your research points is a big factor in why you keep running short. There are hundreds of things to scan besides nodes, and I seriously doubt you've scanned everything possible. Even still, nodes that are created at worldgen tend to have far more aspects within them than nodes you've made from a Silverwood, at least in my experiences. It would behoove you to actually venture into the world and scan nodes you find there as well as anything else you come across that hasn't been scanned.
Research points are common and abundant. Running out consistently would, to me, imply that you're doing something wrong with how you're going about accruing and spending them.
I know what you are talking about with the grass and you can turn it off in the config file, but it would also turn it off for marble pillars as well.
That's fine. I wasn't sure if that was something intended, a "side-effect of X", or something along those lines. I don't really plan to ever use chiseled grass, so it's not much of a concern for me personally. Figured I'd bring it up in case it was unintended, though.
Actually, that reminds me. Is it possible to disable certain blocks by setting their ID to 0? If not, could that either be made possible, or could it be made possible to disable individual blocks via config in another way? There's a number of blocks that I would prefer players on my server not have access to, so this would be a large help.
Though, I did notice something when I was playing around, if I use chiseled grass and put another beside it, the texture rotates so that the grass is now on the side, rather than the top. Not sure if that's something to do with the configs, just thought I'd bring it up.
Just found out this was released, and have started tinkering with it. Absolutely brilliant mod, (almost) exactly what I've been looking for for a long time.
I say almost because for what I was hoping to use this mod for, I can't actually have a marker block placed near the elevator. I was somewhat hoping for "wireless" control, where I could have just the platform (and controller) - if that makes sense. Not sure if that's something that's even possible to do, or if it's something the team would be willing to consider, though.
Being able to camouflage the controller block would be nice as well.
Other than that, great work on the mod. Even if I don't get to use it for my original plan, I'll definitely be able to use it in other places.
1.6.0.3 makes my game look like I'm on an acid trip: http://imgur.com/a/ZEGsq Reverting back to 1.6.0.2
Same thing for me. Loaded up a test world, and noticed a lot of strange things like green bricks.
I also noticed a block, cobblestone with creeper pattern, that appeared to be covered on all sides with grass. When I went back for screenshots, though, it had gone back to normal.
Aside from random green blocks, I'm also getting a lot of lighting problems.
Is this mod compatible with Metallurgy? Whenever I come across an ore from Metallurgy it has "name" after it. Like, for example "Copper Ore name" , "Tin Ore name" , but the ores from this mod and the ores from vanilla don't have it. Any ideas?
Assuming nothing major has changed since earlier releases, Metallurgy and Biomes O' Plenty are completely compatible. The issue with things having 'name' after them in Metallurgy is a bug.
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I've updated both Storage Drawers and the wood packs to their latest versions, but unfortunately I'm only able to change trim using the base vanilla woods.
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Unfortunately, it doesn't work at all for me. I can't add servers, when I try to and hit connect, it deletes all the information I put in.
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Yes, you are. Most blocks can be broken in Adventure Mode, with the proper tool.
You can break dirt blocks with a shovel, for example, but not with your bare hand or any other tool.
It's not too unlikely that someone would assume that chiseled dirt would behave the same, and be obtainable with a shovel.
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I second this request. I'd also like to have an option added to disable the Arcane Bore.
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That may be true, but that's not what they were talking about. Glass bottles stack, but water bottles (and other filled containers) don't - which was their point.
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When I still used the deconstruction table, I was rather partial to using blocks of flesh. I always have a large amount of zombie flesh, so it was a nice way to use that up and get something back for it all.
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Pros:
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I loved the research in 4.0 (and found it to be a vast improvement over the research system in TC3) and had little to no issues with it. The changes made in 4.1 are nice, though I now have to remember to set the config to enable hard mode (all research must be completed in the research table) since I don't particularly care for the ability to "purchase" research. I have had no problems progressing through the mod, and I did not and do not use cheat sheets.
Research has never been difficult in Thaumcraft 4. The majority of difficulty expressed is (or was) often due to the user not approaching things with a logical mind, often spamming random aspects in an attempt to complete research rather than look at it and use logical thinking to figure out which aspects are most likely involved.
I also don't consider running out of research points a bad thing. It's similar to most anything else in the game, where you need to continue gathering resources for what you want to accomplish, be it cobblestone, diamonds, or research points to name a few. You run out, you go get more. That's not a problem as far as I'm concerned.
The fact that you seem to be relying on nodes made from a silverwood tree farm in order to gain your research points is a big factor in why you keep running short. There are hundreds of things to scan besides nodes, and I seriously doubt you've scanned everything possible. Even still, nodes that are created at worldgen tend to have far more aspects within them than nodes you've made from a Silverwood, at least in my experiences. It would behoove you to actually venture into the world and scan nodes you find there as well as anything else you come across that hasn't been scanned.
Research points are common and abundant. Running out consistently would, to me, imply that you're doing something wrong with how you're going about accruing and spending them.
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That's fine. I wasn't sure if that was something intended, a "side-effect of X", or something along those lines. I don't really plan to ever use chiseled grass, so it's not much of a concern for me personally. Figured I'd bring it up in case it was unintended, though.
Actually, that reminds me. Is it possible to disable certain blocks by setting their ID to 0? If not, could that either be made possible, or could it be made possible to disable individual blocks via config in another way? There's a number of blocks that I would prefer players on my server not have access to, so this would be a large help.
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Though, I did notice something when I was playing around, if I use chiseled grass and put another beside it, the texture rotates so that the grass is now on the side, rather than the top. Not sure if that's something to do with the configs, just thought I'd bring it up.
I can grab a screenshot if you need.
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Here's a screenshot of some chiseled blocks using 1.5.0fix, and then a screenshot of the same thing using the newest version:
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I say almost because for what I was hoping to use this mod for, I can't actually have a marker block placed near the elevator. I was somewhat hoping for "wireless" control, where I could have just the platform (and controller) - if that makes sense. Not sure if that's something that's even possible to do, or if it's something the team would be willing to consider, though.
Being able to camouflage the controller block would be nice as well.
Other than that, great work on the mod. Even if I don't get to use it for my original plan, I'll definitely be able to use it in other places.
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Same thing for me. Loaded up a test world, and noticed a lot of strange things like green bricks.
I also noticed a block, cobblestone with creeper pattern, that appeared to be covered on all sides with grass. When I went back for screenshots, though, it had gone back to normal.
Aside from random green blocks, I'm also getting a lot of lighting problems.
0
Assuming nothing major has changed since earlier releases, Metallurgy and Biomes O' Plenty are completely compatible. The issue with things having 'name' after them in Metallurgy is a bug.