man dude, the eldritch items rock hard. you need to make a different version of eldritch stone that has those moving stars in it. like maybe surrounding eldritch stone with drops of darkness
I agree with this. I think being able to make those 'void window' kind of blocks would be awesome. It would make my Monolith Chamber look even better.
Also, here are the images I promised.
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All hail Nikola Tesla, the Mad Serbian God of Lightning!
I disagree.
I play along the lines of "good alchemist" almost exclusively. I like vis, not taint.
I still want taint to be easier to get. This mod provides amazing, powerful tools, and taint is meant to balance that. It should really be an ever-present threat, so if you're careless, reckless, or ever EXTREMELY clumsy, you can end up tainting an area.
It's not fun to be able to sit back and generate powerful items with no threat and minimal effort (I'm looking at you, certain other alchemy mod.)
Taint provides a reason not to charge ahead blindly, but will only do so properly if it's made more common/easeir to cause accidentally, as right now it can (more or less) only be caused intentionally.
Yet again, different people have different feelings about what you called "balance" or "fun". Neither many would agree that it SHOULD be ever-present threat. Especially when you're combining it with some mods, which, possible, have their own subtle mechanics.
As you've seen already in this very thread, people try to play this mod in creative mode and don't feel it "wrong" or "unfair", or "cheating". It's their choice.
And to make my point a bit stronger, Taint problem is not a linear one. There's at least two variables in play, as far as I understand it: How quickly it is created, and how easy it is to fight back. You can't just put them both into one and call it a day.
Me and a couple of friends are having trouble with the installation of the Mod. The game looks really cool and we have been searching on Youtube and google to find ways of installing the mod.
We install ModLoader and ModLoaderMp 1.2.4 v1 easily and have no problems there
We drag all the files from Forge into the Minecraft Jar, not sure if thats right
We then load up the game and it creates a mod folder for us, we then copy and past all the ThaumCraft 2.0.2 files into that mod file
What are we doing wrong ?
Could someone make a in depth youtube video or in depth reply to what we are doing wrong ?
We messed around with the ThaumCraft 2.0.2 files in the Mod folder... sometimes when we just put the unzipped file in it causes the game to crash on start up and sometimes when we place all the files in inside the download in it just starts up normal minecraft
Minecraft version = 1.2.4
Any tips would be greatly appreciated
Blake
might and I say MIGHT be because this mod is for minecraft 1.2.3!? it's clearly written near the download link... why should it work with minecraft 1.2.4!? why people keep asking obvious/stupid things and I get warned cause I answer with memes... try to READ the first page not just watch the pretty video/images before asking stupid things or you will be treated bad...
Singleplayer, everyone can play in creative mode with NEI if they want to, its their own choice if they want to kill the joy of the mod faster.
Multiplayer on the other hand, everything its by the will of the server, so stuff like this makes it a better experience in the long run (Of course when Thaumcraft gets ported to Multiplayer :P)
Singleplayer, everyone can play in creative mode with NEI if they want to, its their own choice if they want to kill the joy of the mod faster.
Multiplayer on the other hand, everything its by the will of the server, so stuff like this makes it a better experience in the long run (Of course when Thaumcraft gets ported to Multiplayer )
So, I've been playing around in my 1.2.3 Thaumcraft world a bit, and after building a mob fall trap, I've noticed that wisps clog it up pretty bad after a fairly short amount of time.
Any way to get an option to control their spawn rate a bit better?
Or maybe a ward of some kind that can be placed in game to keep them from spawning in that chunk?
So, I've been playing around in my 1.2.3 Thaumcraft world a bit, and after building a mob fall trap, I've noticed that wisps clog it up pretty bad after a fairly short amount of time.
Any way to get an option to control their spawn rate a bit better?
Or maybe a ward of some kind that can be placed in game to keep them from spawning in that chunk?
Remove the Aura/Taint the Area. DO ITTTTTTTTTTTT
(Mostly Removing the Aura, the Taint its just an extra spice)
So, I've been playing around in my 1.2.3 Thaumcraft world a bit, and after building a mob fall trap, I've noticed that wisps clog it up pretty bad after a fairly short amount of time.
Any way to get an option to control their spawn rate a bit better?
Or maybe a ward of some kind that can be placed in game to keep them from spawning in that chunk?
Place Crucible of Souls on the top of the trap. The wisps will fly up and die.
Oh, and free Vis/Taint. Possibly their drops too, depending on the trap.
just found a glitch with the config. if you add something to the smelting list and misspell it, everything added in the config then fails to smelt. for me, i was adding tungsten ore and i spelled it tungston by mistake.
1) Does the crystalizer use less energy to create a crystal than said crystal would give if used in a condenser? If not, what's the point of the crystalizer?
2) What's a good way to move gathered vis from one place to another? Because the chunk my lab is in has its vis practically depleted by now, and there's a vis-rich chunk more than 50 blocks away (I heard 50 blocks is the limit of how far the pipes will carry vis), so I would like to condense the vis in that other chunk and then move it to be used in the lab. Just to be clear: I dont want to move it to the lab's AURA, I want to move it to the lab as liquid vis to be used for infusing and such.
1) Does the crystalizer use less energy to create a crystal than said crystal would give if used in a condenser? If not, what's the point of the crystalizer?
2) What's a good way to move gathered vis from one place to another? Because the chunk my lab is in has its vis practically depleted by now, and there's a vis-rich chunk more than 50 blocks away (I heard 50 blocks is the limit of how far the pipes will carry vis), so I would like to condense the vis in that other chunk and then move it to be used in the lab. Just to be clear: I dont want to move it to the lab's AURA, I want to move it to the lab as liquid vis to be used for infusing and such.
for 2, if you are willing to smelt the item in the crucible, then you could use all the vis to infuse nikore. this way you can move it, and gain a little in the process.
Rollback Post to RevisionRollBack
Current # of wood planks: -2147483648.
um, who overflowed my wood farm?
Singleplayer, everyone can play in creative mode with NEI if they want to, its their own choice if they want to kill the joy of the mod faster.
Multiplayer on the other hand, everything its by the will of the server, so stuff like this makes it a better experience in the long run (Of course when Thaumcraft gets ported to Multiplayer )
Oh ****. The greifing potential. And yet...that could be kind of fun. Its the standard evil mage trying to destroy the world and all the others have to fight him and his corruption...say I'm liking the sound of this.
To the guy that replied to me about the tank pressure. Thank you, I had forgotten about that so yes it should be very possible since tanks emit some pressure.
1) Does the crystalizer use less energy to create a crystal than said crystal would give if used in a condenser? If not, what's the point of the crystalizer?
If I remember my tests correctly, a crystal's worth of condensed vis will recharge about six depleted crystals. However, that's not factoring in the infusions required to deplete the crystals in the first place, which might not even give you one. If I had to estimate, you probably get back about 1/3 or 1/4 of the crystals you spend on the whole cycle of condensing/infusing/crystallizing.
Oh ****. The greifing potential. And yet...that could be kind of fun. Its the standard evil mage trying to destroy the world and all the others have to fight him and his corruption...say I'm liking the sound of this.
To the guy that replied to me about the tank pressure. Thank you, I had forgotten about that so yes it should be very possible since tanks emit some pressure.
Sadly in this game (Minecraft), Most if not All PvP interaction its considered griefing in one way or another, its kinda annoying at times.
Yet again, different people have different feelings about what you called "balance" or "fun". Neither many would agree that it SHOULD be ever-present threat. Especially when you're combining it with some mods, which, possible, have their own subtle mechanics.
As you've seen already in this very thread, people try to play this mod in creative mode and don't feel it "wrong" or "unfair", or "cheating". It's their choice.
And to make my point a bit stronger, Taint problem is not a linear one. There's at least two variables in play, as far as I understand it: How quickly it is created, and how easy it is to fight back. You can't just put them both into one and call it a day.
If you'll go back a ways, you'll find there was actually an extensive discussion about how taint is far too difficult to generate, even intentionally, and the vast majority (if not all) of those posting on that topic felt that taint should be more common. Heck, to my understanding, that was Azanor's reason for cutting the vis/taint cap in half (correct me if I'm wrong, Azanor. Don't want to step on your toes... er, tentacles.)
It goes without saying that different people have differing opinions on balance and fun. However, while I'll admit creative mode can be fun, this mod is rather obviously balanced around survival mode, and I'm still of the opinion that the certain mod breaks the balance that this mod is built on.
Rollback Post to RevisionRollBack
Sigma_Phi - home of the long-winded answers to questions nobody asked.
There is a rare mythical button called "Search" that likes to answer questions; however, due to its nature, it often blends in with its surroundings so as to remain hidden.
I agree with this. I think being able to make those 'void window' kind of blocks would be awesome. It would make my Monolith Chamber look even better.
Also, here are the images I promised.
That's your problem.
Did you expect PUTTING A BLACK HOLE in your world wouldn't hurt FPS a little?
Yet again, different people have different feelings about what you called "balance" or "fun". Neither many would agree that it SHOULD be ever-present threat. Especially when you're combining it with some mods, which, possible, have their own subtle mechanics.
As you've seen already in this very thread, people try to play this mod in creative mode and don't feel it "wrong" or "unfair", or "cheating". It's their choice.
And to make my point a bit stronger, Taint problem is not a linear one. There's at least two variables in play, as far as I understand it: How quickly it is created, and how easy it is to fight back. You can't just put them both into one and call it a day.
might and I say MIGHT be because this mod is for minecraft 1.2.3!? it's clearly written near the download link... why should it work with minecraft 1.2.4!? why people keep asking obvious/stupid things and I get warned cause I answer with memes... try to READ the first page not just watch the pretty video/images before asking stupid things or you will be treated bad...
Multiplayer on the other hand, everything its by the will of the server, so stuff like this makes it a better experience in the long run (Of course when Thaumcraft gets ported to Multiplayer :P)
if you're not the owner
Any way to get an option to control their spawn rate a bit better?
Or maybe a ward of some kind that can be placed in game to keep them from spawning in that chunk?
Remove the Aura/Taint the Area. DO ITTTTTTTTTTTT
(Mostly Removing the Aura, the Taint its just an extra spice)
Place Crucible of Souls on the top of the trap. The wisps will fly up and die.
Oh, and free Vis/Taint. Possibly their drops too, depending on the trap.
EDIT: it seems only to happen sometimes...
Current # of wood planks: -2147483648.
um, who overflowed my wood farm?
1) Does the crystalizer use less energy to create a crystal than said crystal would give if used in a condenser? If not, what's the point of the crystalizer?
2) What's a good way to move gathered vis from one place to another? Because the chunk my lab is in has its vis practically depleted by now, and there's a vis-rich chunk more than 50 blocks away (I heard 50 blocks is the limit of how far the pipes will carry vis), so I would like to condense the vis in that other chunk and then move it to be used in the lab. Just to be clear: I dont want to move it to the lab's AURA, I want to move it to the lab as liquid vis to be used for infusing and such.
for 2, if you are willing to smelt the item in the crucible, then you could use all the vis to infuse nikore. this way you can move it, and gain a little in the process.
Current # of wood planks: -2147483648.
um, who overflowed my wood farm?
Oh ****. The greifing potential. And yet...that could be kind of fun. Its the standard evil mage trying to destroy the world and all the others have to fight him and his corruption...say I'm liking the sound of this.
To the guy that replied to me about the tank pressure. Thank you, I had forgotten about that so yes it should be very possible since tanks emit some pressure.
If I remember my tests correctly, a crystal's worth of condensed vis will recharge about six depleted crystals. However, that's not factoring in the infusions required to deplete the crystals in the first place, which might not even give you one. If I had to estimate, you probably get back about 1/3 or 1/4 of the crystals you spend on the whole cycle of condensing/infusing/crystallizing.
Asume you only have one glowstone and one redstone to work with only. (If you use other machine that isnt one who makes Vis, explain why)
Sadly in this game (Minecraft), Most if not All PvP interaction its considered griefing in one way or another, its kinda annoying at times.
(PS: I miss the portable node :P)
High Aura Consequence, Azanor its apparently removing it next version.
If you'll go back a ways, you'll find there was actually an extensive discussion about how taint is far too difficult to generate, even intentionally, and the vast majority (if not all) of those posting on that topic felt that taint should be more common. Heck, to my understanding, that was Azanor's reason for cutting the vis/taint cap in half (correct me if I'm wrong, Azanor. Don't want to step on your toes... er, tentacles.)
It goes without saying that different people have differing opinions on balance and fun. However, while I'll admit creative mode can be fun, this mod is rather obviously balanced around survival mode, and I'm still of the opinion that the certain mod breaks the balance that this mod is built on.
Sigma_Phi - home of the long-winded answers to questions nobody asked.
Nooo, I like the high aura consequences. It makes me feel all druidy as I carefully tend the lands needs and watch deserts bloom into life.