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

    Is flux supposed to dissipate btw? Just using an infernal furnace (even with 4 bellows) seems to cause taint on a regular basis.

    I can see on the dioptra how a peak of flux is building, then it gets down, and, sure enough, I have a taint seed on my roof.


    The worst part is imo that taint eats blocks, converting them to porous stone, making it necessary to rebuild stuff.

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

    I just remembered another small mod from the times of Thaumcraft 4: it allowed you to place essentia tubes into forge microblocks.

    Is there something like that for current Thaumcraft?

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

    Hmm... on the issues page, I've seen some updated tags on issues. Maybe a new release soon?


    Maybe. Let's hope that he'll keep developing for 1.12 for a while, instead of skipping right to 1.13...
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from GraniteDevil»

    Is the Thaumatorium currently broken in Beta 11?


    (@ anybody prepared to jump down my throat for not searching the 2000 page thread... *I did* and I found nothing about the Thaumatorium not working except one case where it had to do with heat but that's not my problem)


    I set it up, hit it with salis, the thing transformed and gave me my construct, I opened the GUI and gave it an Iron Ingot and... no recipe option. I've tried it with water in and out of the crucible beneath. Tried it with pipes, with the emptying transfuser, tried it with different catalysts and nothing. I've tried placing a single ingot as well as a stack, I've shift-clicked the items in and out and manually placed and removed them too. All that and still no options for recipes.


    I have a warded jar full of Instrumentum sitting right next to it (I've moved that around to try different things and I've tried piping into every available opening of the Thaumatorium).


    For heat, I've used: Lava source block, lit netherack, and nitor. All correctly placed but no recipes.


    Oh and I placed a mnemonic matrix on it for good measure (still nothing though).


    Quite a bit is broken in Beta 11. Supposedly, you can't craft golems or use the infusion altar either, though I haven't tried yet myself. Trying to switch casting foci is a reliable way to crash my client, though.
    I have to say, we updated our server too soon. If anybody reads this who is thinking about updating to MC 1.12 and TC 6.1, wait. At least till Beta 12.
    Posted in: Minecraft Mods
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    posted a message on Davincis Vessels (Previously Archimedes Ships Plus) - Move Your World | 1.12 Released!
    Quote from Eins_Gotdemar»

    My ships always get caught in the wake of the water blocks they are replacing, making it impossible to sail anything larger than a raft, as the ship just gets pulled into the newly made maelstrom over and over. Anybody else experiencing this?


    Yes, that's normal. You must fix the water by either building to the bugged area, or bucketing a waterblock nearby to trigger a block update. Fortunately, it only happens after initial assembly, disassembly and reassembly doesn't do that anymore. At least not for me.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Ceberus96»

    Are you going to cut/change the prices for the infusions as well? Infusions base costs were powers of 2 before, same as capacity, and that was pretty convenient.


    I liked the base 2 capacities better, too. I mean, stacks of items are base 2 as well.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from MokahTGS»

    Beta 10 and Botania don't seem to be getting along due to old Botania/TC integrations. Botania's team is working on it, but it isn't fixed as of yet.


    ***EDIT** And fixed


    Does the Petal Apotecary support drawing water from the Everful Urn now?
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from AnrDaemon»

    sooo… Altar is missing entirely, so do pedestals and other stuff.
    On a plus side, furnace and alembics are there So are tubings and jars.

    Сlicking blank advanced focus in Thaumonomicon crashes client the hard way.


    So, better wait for beta 11?
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Azanor»

    Nothing will explode, but a lot of item and blocks from TC will disappear.

    Eh, could be worse. As long as research gets preserved and we can just rebuild everything.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Geethebluesky»

    Annnnd here's a pronunciation guide for idiots like me who don't remember their Russian, or y'know, just non-Russians :D

    That's not 100% accurate, but close enough, I guess.
    From the russian spelling, I'd say you pronounce "pech" by taking the "p" from "power", "e" from "eight", and "h" from "house". You just have to love the english language...
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Geethebluesky»

    I'm curious too, going to assume it's in-between "peach" and "peck" for now, it's a Scottish word for a bunch of gnome-like creatures...


    Oh, it's from real mythology? In that case, the good ol' "search it in wikipedia and see if there's an article in the target language" approach should work. And it did:
    https://ru.wikipedia.org/wiki/Пех
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    Точно, забыл ...


    Quote from Pixel_Breaker»

    Pech doesn't translate, it's a name. You would simply write it to best fit the pronunciation.



    Всё равно как-то его надо написать по-русски. Печ? Пэч? Пич?

    How are you supposed to pronounce "Pech"? More like "Peach" or like "Pitch"? Or something different alltogether?

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

    I thought about it some more:

    First, you need to craft a lamp from alchemical brass and nitor. You get a decorative light source, but nothing else.


    Then, you can infuse it. The infusion requires spiritus and humanus, and something like nitor and blaze rods for the items.

    Or maybe actually one golem of any type, so that you have a way to recycle old golems.


    The lamp can also be upgraded further by infusing it with the biothaumic mind or these advanced eyes, or the aggression module. Each upgrade requires a separate infusion ritual. The upgrades can also be put in first, before you put a jinn into the lamp.


    When placed down, the lamp is basically the golem. It can be assigned a color, and the range around where it's placed counts. The spawned jinn cannot be interacted with.


    For balance reasons, it might be unable to do certain tasks, like block breaking.

    It should be able to fight, though. It might even have a ranged fireball attack, but be rather weak in regard of HP.


    If the jinn is killed, the lamp turns back into a regular lamp, but keeps the upgrades. It needs to be re-infused with a jinn then.




    In the original Aladdin story, there was also a second, weaker jinn in a ring. That might be an interesting bauble. I can think of two possibilities:

    - Infuse a ring with spiritus, humanus, nitor and a guard sigil. In combat, the ring sometimes spawns a weak jinn for a few seconds which can shoot a few fireballs.

    - Instead of the guard sigil, use a gather sigil. If there are items lying around you, a jinn will be spawned which picks them up and bring them to you

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

    In case Azanor reads this, I just remembered an idea I had for Thaumcraft once: Jinn. Basically, incorporeal golems. "According to an old legend, the Jinn were created from smokeless fire. Considering that Nitor is smokeless fire, this gives you an idea".


    Nitor could be a material for golems. The result would be a translucent golem which has Light and Flyer by default. Also, it could be able to pass through mobs, maybe even through blocks. Being made of fire, it's attacks could deal fire damage as well.


    Not sure what to do about upgrades like the various heads or hands. I had this idea back in the day of thaumcraft 4, before that was a thing.

    Maybe like this: you craft a magic lamp which includes the various head upgrades. The lamp itself is immobile, it spawns the actual "golem" when placed down.

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

    Combining essentia sounds overpowered to me, too.


    MAYBE it could be KINDA done for some aspects, indirectly: make some alchemy recipes use component essentias to create an item with the compound aspect.

    For example, Glowstone Duplication. I forgot how much Lux glowstone dust usually has. Let's say it has 1. Then it could require 4 Ignis and 4 Aer to create 1 net unit of it.


    This way you could, technically, create certain essentias if you have to, but it would still be more efficient to cook items which have them already. And could be limited to certain aspects, instead of allowing the generation of arbitrary aspects.

    Posted in: Minecraft Mods
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