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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    it'd be cool if you could actually wear the focus pouch on your leggings, maybe as an addition inventory slot or maybe as a function key
    maybe you could also enchant your focus pouch with an enchant to keep it on you after death, or with potency or frugal
    Posted in: Minecraft Mods
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    posted a message on Thaumic Tinkerer (Thaumcraft Addon) - Evolve Knowledge
    also, how about having the telekinesis focus be more like an item magnet when you enchant it? when you right click with the enchanted telekinesis focus it'd pull any nearby items towards you without you actually having to aim at the items
    Posted in: Minecraft Mods
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    posted a message on Thaumic Tinkerer (Thaumcraft Addon) - Evolve Knowledge
    I was thinking, would it be possible to turn the gaseous illuminae into a wand focus? because it's a pain to craft in the crucible, and it's even more of a pain to place it in the world without messing it up. if there was a focus for it it'd be easier to place it, but ofcourse for a higher cost
    Posted in: Minecraft Mods
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    posted a message on Thaumic Tinkerer (Thaumcraft Addon) - Evolve Knowledge
    is it possible to change the slow fall enchantment so it doesn't work when you walk down stairs? I enchanted my boots of the traveller with slow fall and haste and everytime I walk down the stairs I start floating
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Azanor

    Apparently during my fiddling with the magical forest I removed wisps from all TC biome's spawntables. Derp.


    no wonder things were so peaceful :P

    Quote from Letrange

    And just about the only source of Aura Essence is???


    mana beans is your next best bet
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from IStoneI

    just make a bigger farm :)

    the beans being randomized is fine in principle. it guarantees, that your harvest should be evenly distributed across all aspects, and you dont have to find 50 different beans first, to have acess to all aspects.

    the only thing that bugs me with them at the moment, has more to do with the golems. i currenly need 1 golem per tree stump, to maintain its 4 pods. because if i plant them on ground level, my golems will get stuck on the pods like on other non solid blocks. if i have my harvest golem on ground level and the pods 1 level above, he wont harvest the beans, unless he stands right next to a pod.

    so the only way to farm them, seems to have 2 woodlogs stacked on top of each other, with the beans planted on the upper log, and the harvest golem standing on top of it. this means i have 9 harvest golems on my magic bean farm.

    but this should be fixed, as soon as azanor looks into golem pathfinding.


    another way to handle this would be with gargoyles. having flying version of the basic golems (wood, stone, iron), could come in handy for things that would be out of reach for regular golems. just saying azanor :)


    actually, if the beans would stay the same, it'd make it worth a whole lot more to start trading with pechs. right now if you get 1 bean you pretty much have every bean type available if you're willing to spend the time for it.

    I haven't figured out yet though how to use the harvest golem for automating the beans...
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    I wish the mana beans wouldn't get randomized each time you break them... it's doesn't really make sense for them to be randomized, and if they actually stayed the type when you planted them, and their drops are of the same type, they actually become a whole lot more useful then how it's now.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    azanor, have you considered adding an actual world gen structure for pechs? like in the magical forest, the pechs could have a little building similar to the Hobbit Hole from the LotR, in which they live and retreat to at night or danger

    and how about having the Thaumcraft villager and his building spawn in the magical forest aswell? not a whole village, just the thaumcraft villagers building, or well, you could do a village, but it'd have to be a magical centered village.

    with that you'd need to limit the amount of mobs that could spawn in that forest, to prevent zombies from spawning and killing all those villagers.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from XanderGryphon

    Nodes come in six types: Dark, Tainted, Pure, Unstable, Hungry, and Normal. There's also three modifiers: Bright, Pale, and Fading.

    Dark Nodes create Eerie Biomes around them, and spawn Furious Zombies.
    Tainted Nodes create Tainted Lands around them.
    Pure Nodes purify the area around them, converting Tainted Lands into Magical Forests.
    Hungry Nodes absorb blocks and entities (including the player) that are within its area, as well as absorbing the aspects of whatever it devours.
    Unstable Nodes randomly change their aspects.
    Normal Nodes have no special qualities.

    Bright Nodes regenerate their aspects at a faster rate than normal.
    Pale Nodes regenerate their aspects at a slower rate than normal.
    Fading Nodes do not regenerate their aspects.

    Nodes can consist of a single type and a single modifier or only a single type, but never two types or two modifiers. This means you'll find nodes such as Bright, Dark or Fading, Hungry but you'll never see a Pure, Unstable or Bright, Pale node.

    Nodes can become Tainted if in an area of taint for too long, and can be purified with Pure Nodes by placing one next to it (this will also purify the area around it). I believe Unstable nodes can spawn wisps, but I haven't witnessed this first-hand so I can't confirm that.


    awesome, thanks for the information
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    I don't know if this has been asked/answered already, as I can't seem to find enough information related to this, but does anyone know all the different types of nodes? like dark, pure, tainted, pale etcetcetc and maybe also their attributes as to what they do, and what they could do when interacted with other nodes?
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    so I'm planning on moving nodes into my base for charging my wands, but I have one question... at which level do nodes infect other nodes? meaning can I place a dark node inbetween my normal nodes without it infecting the others? if not, at which level do the nodes start doing bad things?
    Posted in: Minecraft Mods
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    posted a message on Thaumic Tinkerer (Thaumcraft Addon) - Evolve Knowledge
    ever considered adding more golem cores aswell to TT? or are you still holding off on golems incase Azanor decides to add more? it'd be nice if there were also golems for things like animal breeding, and specific animal breeding killing, so you still keep a few animals to continue breeding. or a infusion altar helping buddy who could do things like put fallen items back onto the pedestal when crafting, or quickly showing you if an item got deleted, or maybe even handling the taint by maybe scooping it up in a jar. or maybe even a crafting golem? :P

    also, have you considered adding a player sized mirror, for player teleportation? I always miss not being able to teleport with TC/TT and it'd be awesome if this could be added in. and it'd also be nice if the telekinesis focus would also work on entities like animals or mobs
    Posted in: Minecraft Mods
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    posted a message on Extra Utilities v1.1.0k
    placed a liquid node above a lava pool, added some transfer pipes onto the top of an empty barrel, this happened as soon as the transfer pipe and the barrel connected http://pastebin.com/Vq4HTSTH
    Posted in: WIP Mods
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    posted a message on Extra Utilities v1.1.0k
    Quote from FatBobTheSlob

    Crashing with the newest version: http://is.gd/igvTC1

    Reverting back to 0.3

    Edit: Crash occurs when I set the block and items IDs I don't want to 0. From the whole mod, all I need is the trading post, everything else is set to 0.


    doesn't disabling the crafting recipes in the configuration help you with that?
    Posted in: WIP Mods
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    posted a message on Extra Utilities v1.1.0k
    Quote from RWTema

    I've put together a quick update to fix some of the bugs people have been having

    Version 0.3.1
    Fixed a duplication bug
    Fixed missing compressed cobblestone recipe
    Fixed a rendering issue
    Fixed Magnum torches not working
    Fixed Transfer nodes eating items

    http://www.mediafire...ils_-_0.3.1.zip

    If you downloaded the 0.3 version, I strongly advise updating to this new version. Please let me know if you find any other issues.


    yup, the rendering problem is fixed, thanks :)
    Posted in: WIP Mods
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