i just got my goggles of revealing and was wondering, what can i do to bring flux down? i usually just kills wisps that spawn with my crossbow (great wisp killing weapon i might add). can i bring it back to minimal flux? or will it stay at high?
PS: dammit flux lightning burnt down my wooden house =(
on a positive note my house is made of stone now xD
"Cold iron" is simply an iron that wasn't heated in the forge before being hammered in place (which would make all iron tolls and armor in vMC cold iron, now that I think about it), the stupid DnD notion of treating cold iron as some sort of special magical/antimacal material always irked me.
*Cough* Actually,
Cold iron is a poetic and archaic term for iron, referring to the fact that it feels cold to the touch.
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Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.
Truthfully I don't see a problem with your research being saved in the Thaumonomicon, just don't lose the book, ever, treat it as more precious than your diamonds. For some reason I'm already doing that unless I'm doing some TC related things it's sitting nice and safe in a chest, an enderchest when I can be bothered making one (or depending when pre2 of EE is released maybe an alch bag, if they return of course, or possibly if Azanor is planning on bringing back void storage in some form that)
There was a point raised before that it seems wrong to have a book storing the Thaumaturgists knowledge but sometimes gameplay trumps flavor.
Or maybe fixing the bug and leave everything as is... I think that is the best solution (no pressure to Azanor.. just exposing my thoughts).
i just got my goggles of revealing and was wondering, what can i do to bring flux down? i usually just kills wisps that spawn with my crossbow (great wisp killing weapon i might add). can i bring it back to minimal flux? or will it stay at high?
PS: dammit flux lightning burnt down my wooden house =(
on a positive note my house is made of stone now xD
I found from personal experience that killing wisps and strangely making use of the aura via infernal furnace brought the flux level down on a dangerous node near my house down to moderate in the coruse of several hours. Then again it also might have gone down with me pumping puris into the air by tossing in silverwood logs and leaves into my cauldron and right clicking it with my wand.
ok guys, i came up with a cool idea about how to keep nodes stationary and how to move them!
what if i told you that this idea will make eldrich tech a part of tc3 again(if its accepted and put into the game as it is)
the node holder(name is wip) is a device that uses unknown energy to make a field around a node to keep it stationary, it also creates a singularity in the middle that destroys aspects so the flux levels decrease faster.
the holder will use vis as a fuel, it will decrease the size of the node by 20 vis,but you can still merge other nodes with the stationary node to icrease its capacity. the flux destroyer ability uses singularities as fuel, this is because this ability is very overpowered.
heres a drawing of what it should look like this
notice those hovering monoligh things and the singularity in the middle.
the node itself should be moved with a special glove(First person 3d model )
what if i told you that this idea will make eldrich tech a part of tc3 again(if its accepted and put into the game as it is)
I believe Eldritch tech is already planned, with a bit of a new spin. Check out the aspects on an Ender Pearl, one of which is used to research the new version of a favorite TC2 toy.
Thanks for this. It could explain a lot of the 'omg my research is gone' posts. I'm not quite sure how to fix this however. Hmmm.
Here's an idea (mind you my coding knowledge is years out of date)...
How about a config override for how you name the save the research files..
Something in the config like "ResearchSaveName=Default" (player can change it to the name they want, or leave it as default...
Then in the code where it saves the research it checks this config setting, if "default" it does whatever it normally does, but if not default it uses the field from the config file... I don't know if this would cause problems for SMP though (again, my coding skills are from 2 decades ago).
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whenever i try to install this mod and play minecraft, this pops up:
Forge Mod Loader has found a problem with your minecraft installation
the mods and versions listed below could not be found
Forge : [6.4.1.407,)
The file 'ForgeModLoader-client-0.log' contains more information.
does anyone know what i can do about this, im running a few other large mods including NEI and DivineRPG, have these got anything to do with it??
whenever i try to install this mod and play minecraft, this pops up:
Forge Mod Loader has found a problem with your minecraft installation
the mods and versions listed below could not be found
Forge : [6.4.1.407,)
The file 'ForgeModLoader-client-0.log' contains more information.
does anyone know what i can do about this, im running a few other large mods including NEI and DivineRPG, have these got anything to do with it??
Make sure you have the latest version of forge, it usually fixes this type of error.
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Well, it is the infused ore that does most of the regenerating atm, so on a skyblock map that will be a problem.
Firstly, thank you so much for actually taking the time to talk with me! I really appreciate it!
So after some reading of the Thaumonomicon and poking around to see how things worked, this is what I've discovered (please correct me if I'm wrong).
Once the local aura drops below full by 10 or more vis, the Infused Stone in the area begins to discharge. Each time an Elemental Infused Stone discharges it increases the local aura by 10 vis and is then transformed into the Dull Infused Stone.
If the local aura gets 10 vis over the maximum (example 110/100) then the Dull Infused Stone will begin to transform back into Elemental Infused Stone, absorbing the excess vis as it does so.
If the Aura gets REALLY high (100+ over maximum) it will begin generating new Elemental Infused Stone.
So they act more like batteries than generators? How do I get the aura charged up high enough to recharge the Dull Infused Stone if creating Dull Infused Stone is the only way to get vis into the aura?
can anyone tell me how to find out if you finished all your research? I thought you'd get an achievement complete message, but I didn't get one. and I pretty much found all the unknown icons in the thaumonomicon and I have already thrown all kinds of items in the research table, but I am not getting any new research...
the infernal apiary is a magic device that uses magic and heat to make netherbees able to survive in the mild and humid areas in the overworld.( not the extra bees nether bees,but the original nether bees).
this addon should add a special branch of nether bees that are able to extract magic from the the enviroment, the only downside is that thety're really aggressive and they are able to apply the wither debuff on players without thaumium armor or an apiarist suit.
the products the tc3 netherbees produce are: essensia combs,glowing combs and nether combs.
essensia combs contain wisp essenses, the glowing combs contain shards and the nether combs contain blaze powder.
the infernal apiary is a magic device that uses magic and heat to make netherbees able to survive in the mild and himid areas in the overworld.( not the extra bees nether bees,but the original nether bees).
this addon should add a special branch of nether bees that are able to extract magic from the the enviroment, the only downside is that thety're really aggressive and they are able to apply the wither debuff on players without thaumium armor or an apiarist suit.
the products the tc3 netherbees produce are: essensia combs,glowing combs and nether combs.
essensia combs contain wisp essenses, the glowing combs contain shards and the nether combs contain blaze powder.
Firstly, thank you so much for actually taking the time to talk with me! I really appreciate it!
So after some reading of the Thaumonomicon and poking around to see how things worked, this is what I've discovered (please correct me if I'm wrong).
Once the local aura drops below full by 10 or more vis, the Infused Stone in the area begins to discharge. Each time an Elemental Infused Stone discharges it increases the local aura by 10 vis and is then transformed into the Dull Infused Stone.
If the local aura gets 10 vis over the maximum (example 110/100) then the Dull Infused Stone will begin to transform back into Elemental Infused Stone, absorbing the excess vis as it does so.
If the Aura gets REALLY high (100+ over maximum) it will begin generating new Elemental Infused Stone.
So they act more like batteries than generators? How do I get the aura charged up high enough to recharge the Dull Infused Stone if creating Dull Infused Stone is the only way to get vis into the aura?
You can get excess by planting silverwood trees which create more aura nodes. The nodes nearby that are larger supply aura to these new nodes and sometimes they get excess aura. It also happens when nodes merge together.
So basically if you want to have more infused ores generate make some silverwood tree groves spread out from each other so the nodes that are generated by them merge into larger nodes. Once those are big enough start planting your silverwood trees in a line towards other nodes so they all merge into larger ones. I haven't seen it happen yet but nodes that are of large size that merge together usually have excess aura from the merging and it's quite possible that they can have 100 ore more excess aura.
PS: dammit flux lightning burnt down my wooden house =(
on a positive note my house is made of stone now xD
*Cough* Actually,
Or maybe fixing the bug and leave everything as is... I think that is the best solution (no pressure to Azanor.. just exposing my thoughts).
I found from personal experience that killing wisps and strangely making use of the aura via infernal furnace brought the flux level down on a dangerous node near my house down to moderate in the coruse of several hours. Then again it also might have gone down with me pumping puris into the air by tossing in silverwood logs and leaves into my cauldron and right clicking it with my wand.
what if i told you that this idea will make eldrich tech a part of tc3 again(if its accepted and put into the game as it is)
the node holder(name is wip) is a device that uses unknown energy to make a field around a node to keep it stationary, it also creates a singularity in the middle that destroys aspects so the flux levels decrease faster.
the holder will use vis as a fuel, it will decrease the size of the node by 20 vis,but you can still merge other nodes with the stationary node to icrease its capacity. the flux destroyer ability uses singularities as fuel, this is because this ability is very overpowered.
heres a drawing of what it should look like this
the node itself should be moved with a special glove(First person 3d model )
I mod things. Check me out on twitter or on Espernet IRC at #TheSteamTank
I believe Eldritch tech is already planned, with a bit of a new spin. Check out the aspects on an Ender Pearl, one of which is used to research the new version of a favorite TC2 toy.
Here's an idea (mind you my coding knowledge is years out of date)...
How about a config override for how you name the save the research files..
Something in the config like "ResearchSaveName=Default" (player can change it to the name they want, or leave it as default...
Then in the code where it saves the research it checks this config setting, if "default" it does whatever it normally does, but if not default it uses the field from the config file... I don't know if this would cause problems for SMP though (again, my coding skills are from 2 decades ago).
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mine faster
PD: maybe in the future versions will exist more tools for that, like in TC2
update forge im assuming?
Make sure you have the latest version of forge, it usually fixes this type of error.
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Firstly, thank you so much for actually taking the time to talk with me! I really appreciate it!
So after some reading of the Thaumonomicon and poking around to see how things worked, this is what I've discovered (please correct me if I'm wrong).
Once the local aura drops below full by 10 or more vis, the Infused Stone in the area begins to discharge. Each time an Elemental Infused Stone discharges it increases the local aura by 10 vis and is then transformed into the Dull Infused Stone.
If the local aura gets 10 vis over the maximum (example 110/100) then the Dull Infused Stone will begin to transform back into Elemental Infused Stone, absorbing the excess vis as it does so.
If the Aura gets REALLY high (100+ over maximum) it will begin generating new Elemental Infused Stone.
So they act more like batteries than generators? How do I get the aura charged up high enough to recharge the Dull Infused Stone if creating Dull Infused Stone is the only way to get vis into the aura?
Infernal Apiary
this addon should add a special branch of nether bees that are able to extract magic from the the enviroment, the only downside is that thety're really aggressive and they are able to apply the wither debuff on players without thaumium armor or an apiarist suit.
the products the tc3 netherbees produce are: essensia combs,glowing combs and nether combs.
essensia combs contain wisp essenses, the glowing combs contain shards and the nether combs contain blaze powder.
to be continued... next week!
Interesting... to say the least
You can get excess by planting silverwood trees which create more aura nodes. The nodes nearby that are larger supply aura to these new nodes and sometimes they get excess aura. It also happens when nodes merge together.
So basically if you want to have more infused ores generate make some silverwood tree groves spread out from each other so the nodes that are generated by them merge into larger nodes. Once those are big enough start planting your silverwood trees in a line towards other nodes so they all merge into larger ones. I haven't seen it happen yet but nodes that are of large size that merge together usually have excess aura from the merging and it's quite possible that they can have 100 ore more excess aura.