I found the other mod in my pack that is triggering the bug, it is also a thaumcraft addon. Witching Gadgets! (also needs travellers gear installed, but travellers gear doesn't cause the bug)
Hopefully this helps! As others have said, I wouldn't mind if you added your own separate upgraded version of the Golemancer's Bell, that may be the route to go actually.
how about, when you unlock animation powder it is on another page of it. due to the instability inherent in the powder golems you need to reinforce the bell with a primal shard. results in the normal bell which has no changes and the upgraded bell has any code alterations.
We all know that magical paraphernalia are an important part of infusion stability, and symmetry is even more essential. But other than this, not much is know about infusion stability and most of us end up spamming skulls and candles for 80+ blocks to avoid flux. But what if specific arrangements of these objects could give more substantial boosts to stability? For example, if one were to lay out maybe 6 or 8 candles in a specific configuration around the altar and supply the arrangement with some vis they could form a sort of circle of protection, with a particle effect overlay ( a pentagram comes to mind but im sure something far less... satanic is better) the circle would greatly reduce instability but it must be recast after each infusion. The more candles used, the more complex and powerful the circle, but the vis cost also increases (maybe 8 candles for minor instability, 16 for moderate to high, and 32 for dangerous). Or as an alternative, build some special pilars topped with nitor or some other magical object (or even maybe a special totem) that would have a similar effect. These stabilizing structures would be more aesthetically pleasing than a sea of crystal clusters and whatnot, but it would also be balanced with a cost every time it is used. I know there are already the new speed and cost stones but I think this feature could be an extrapolation of that, and maybe evem incorporate them somehow.
I've never really been a believer in damage caps. If you've put in the work to build up your armaments and armor to such a godlike level that you can one-shot the boss, the game should let you one-shot the boss. (For the record, it's quite gratifying to walk into the boss encounter with Azmodan in Diablo III and be able to one-shot Azmodan. PWN3D, you arrogant piece of demonic trash.)
the difference is where you are getting the powerful item from. the only way to get an item powerful enough that the damage cap is an issue is from a different mod. it's kind of not fun when everyone on the server is using quadurple nether quartz rapiers from TC to murder all the boss mobs in five seconds.
Is there a known conflict with this mod and AsieTweaks? Whenever I add this mod I get a crash from asietweaks, though no errors from asietweaks without TH. I'm not sure who to talk to about it.
it's probably a direct conflict. as in, asie says to go right, while TH says go left. can't do both so it crashes.
Iv just been doing clean up on a huge flux/taint disaster. I seem to finally have it under control but the area is ruined beyond repair.
So I dont repeat what happened at my new location I first need to know what caused so much flux to be put into the aura. I suspect it was the infernal furnace. The flux rain cloud appeared shortly after I had it smelt 6 stacks of cobblestone.
Does the infernal furnace really leak that much flux or am I looking at the wrong culprit?
Iv yet to even get the infuser built so I'm still working with pre-infuser items.
yes, the infernal furnace makes flux. you use it for things where you want the nuggets. using it for cobble is a bad idea.
I'm a tad bit curious on how totems work at the moment, I know their functions and fuels and what the book gives, but im still a bit confused on increasing radius, and default radius, I would think the totem head would have a 1:1 radius, the chunk its in being the only inner, but the surround 3x3 being the outer? and then adding inner/outer totems expand out the respective radius to said area to the totem?
yes that is exactly it. one inner would make it have a 3x3 inner and the 5x5 around that as the outer.
i would imagine the nodes inside the pocket would be limited by the components of the node transformed. if the vortexed node didn't have ignis, then no ignis or any compounds that use ignis can exist in the pocket due to the connection simply not existing.
Why? What would you get out of this? It wouldn't increase the range it checks, one Dioptra already goes as far out as is possible, I believe, on a normal server. Would it show more aura types in one display? Seems like it'd be too difficult to look through to be useful. I don't see any point to your suggestion, unless you could switch it out without changing the shard. Which is a small enough thing to not even think about complaining about.
the range of a single dioptra is the chunk you are in and 6 chunks away. minecraft by default has a render distance of 8 chunks (one you are in and 7 chunks away). can keep lag from using an advanced one down by having the advanced one check it's watched chunks as normal but the sub ones only check what their chunks are doing at 1/30th speed. so every thirty times the central one updates the outer ones do too, scanning far away chunks and creating a very fancy large area aura map. max size would be a 3x3 with the advanced one in the middle.
am wondering about multiblocking that thaumic dioptra. like you have the normal one, but then you can perhaps in eldritch get an advanced master one that acts as the middle and you can place a normal one next to it and their screens act as one larger one.
did more testing. found a natural 39 machina node, and had a cultivated 37 Pure ignis node. pulled them together and got a pure 45 machina node. was not expecting that.
So it would be less like rolling dice and more like combining aspects in a Research Table, but with Aura Nodes instead... Meaning aspects that contain close to 6 primals would become much more common compared to without it. So... What aspects have all 6 primales in them, as of TC5? I haven't checked, myself, just been seeing the other mechanics in creative mode (and getting flustered by the sheer brutality of taint).
it isn't so bad, but i've played on TC3 before so i knew how old taint worked. one of the things you can do is make an attraction totem tuned to taint/flux and put it in a chunk containing flux removers, like a pure node, silverwood, and ethereal blooms. it will be dangerous in that node due to the flux concentration but the healing things will eat away at it.
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try enchanting one. differently enchanted foci should have additional code.
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how about, when you unlock animation powder it is on another page of it. due to the instability inherent in the powder golems you need to reinforce the bell with a primal shard. results in the normal bell which has no changes and the upgraded bell has any code alterations.
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i like this idea.
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the difference is where you are getting the powerful item from. the only way to get an item powerful enough that the damage cap is an issue is from a different mod. it's kind of not fun when everyone on the server is using quadurple nether quartz rapiers from TC to murder all the boss mobs in five seconds.
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it's probably a direct conflict. as in, asie says to go right, while TH says go left. can't do both so it crashes.
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fortification. i make it, put it on my wand, right click a smooth stone and... nothing.
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uhhh, do i have to do something specific to make the thaumic essential foci work? they eat vis but nothing happens. and i don't seem to lose any MRU.
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normal shards in a tainted land will become tainted. just find a tainted node and plant a bunch of crystal around it.
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yes, the infernal furnace makes flux. you use it for things where you want the nuggets. using it for cobble is a bad idea.
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yes that is exactly it. one inner would make it have a 3x3 inner and the 5x5 around that as the outer.
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i would imagine the nodes inside the pocket would be limited by the components of the node transformed. if the vortexed node didn't have ignis, then no ignis or any compounds that use ignis can exist in the pocket due to the connection simply not existing.
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the range of a single dioptra is the chunk you are in and 6 chunks away. minecraft by default has a render distance of 8 chunks (one you are in and 7 chunks away). can keep lag from using an advanced one down by having the advanced one check it's watched chunks as normal but the sub ones only check what their chunks are doing at 1/30th speed. so every thirty times the central one updates the outer ones do too, scanning far away chunks and creating a very fancy large area aura map. max size would be a 3x3 with the advanced one in the middle.
1
am wondering about multiblocking that thaumic dioptra. like you have the normal one, but then you can perhaps in eldritch get an advanced master one that acts as the middle and you can place a normal one next to it and their screens act as one larger one.
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did more testing. found a natural 39 machina node, and had a cultivated 37 Pure ignis node. pulled them together and got a pure 45 machina node. was not expecting that.
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it isn't so bad, but i've played on TC3 before so i knew how old taint worked. one of the things you can do is make an attraction totem tuned to taint/flux and put it in a chunk containing flux removers, like a pure node, silverwood, and ethereal blooms. it will be dangerous in that node due to the flux concentration but the healing things will eat away at it.