I decided to do some testing and tried the first pig infusion and I've taken down my infusion altar for now, but there is still so much instability that the infusion process won't even finish drawing all the essentia before going wrong.
I decided to do some testing and tried the first pig infusion and I've taken down my infusion altar for now, but there is still so much instability that the infusion process won't even finish drawing all the essentia before going wrong.
And you've removed all of its pedestals, stabilizers, and such? Are you using any other mods which add infusion-relevant blocks? The infusion vat uses almost all of the same code as an infusion altar.
And you've removed all of its pedestals, stabilizers, and such? Are you using any other mods which add infusion-relevant blocks? The infusion vat uses almost all of the same code as an infusion altar.
I haven't removed the pedestals since I thought that the matrix itself was causing the issues. I don't think I'm using any mods that would affect the stability of the matrix. Let me test removing all the pedestals and stuff from my infusion altar.
I haven't removed the pedestals since I thought that the matrix itself was causing the issues. I don't think I'm using any mods that would affect the stability of the matrix. Let me test removing all the pedestals and stuff from my infusion altar.
Edit: Nope that didn't help same thing happened.
The infusion process determines symmetry by taking stock of all pedestals and blocks marked as stabilizers in a wide area around it. Each increases instability, but if a corresponding block exists directly opposite the matrix in the X-Z plane, instability is decreased by a greater amount for a net decrease. This is why the proximity of another infusion altar can cause issues, but if you removed it, we're back to square one. Can you send me your world file?
TE as in Thaumic Exploration? If so there is a problem because afaik that mod hasn't been updated to Thaumcraft 4.2. It would be more productive of you to post this with a bug report (make sure to use spoilers) in the threads with the related materials; in this case Thaumic Tinkering and I guess Thaumic Exploration.
I finally got it to work by moving some of my pedestals that I was using for the infusion vat and put them into a symmetrical shape. I guess two altars out of place was enough for the altar to get really unstable.
There is no configuration file at the moment, but it's certainly on my to-do list.
While we're on that subject, a sneak preview of Thaumic Horizons 1.1:
Heck Yes! I called it!
The only thing stopping you from infusing yourself is that the Human soul interferes in Infusions, so if you could infuse a body and then transfer into it then you'd be infused! Haha! I was right!
The only real problem is transferring yourself, of course. Death is (Almost) never something to be taken lightly, and there could always be mistakes...
I must say that I'm surprised by this mod, in a good way. Normally, I don't like mods that fiddles with other people's creations. But this one, damn I like it!
I do have a preference for the Curative vat, an awesome idea.
The illuminate lense does annoy me, though. It drops a strobe in the sky when I put them, breaking my eyes in the process...
Keep up the good work, it has a lot of potentia! (Get it? Potentia(l)?... Ok, I'll go back to my hole...)
Rollback Post to RevisionRollBack
"I grew up seeing thing a little differently,
yet, heavy is the burden of the wise ones, when no one understands a word of what they say.
So, I remember that we're all mad here, and it's ok..."
- Inspired by the song "Cheshire Kitten" by SJ Tucker.
Question: Does the Evanescent Lens work by flicker-replacing a see-through block and the block it normally is? And if so, can you add in the config for 1.2 an option to have it just stick as the Green block until you look away? Because it makes me lag on levels *almost* reaching the lower levels of what Thaumic Tinker's Aqua-Infused Fire gives me when I let it loose in the Nether (Which is completely irrelevant to this topic, I'm just saying that it was -And is- a RIDICULOUS amount of lag, and I can't enter the Nether for pretty much any reason now).
EDIT: And I made a new page. Therefore I would like to add a small note here that this is the best Thaumcraft Addon that I've ever seen.
I finally got it to work by moving some of my pedestals that I was using for the infusion vat and put them into a symmetrical shape. I guess two altars out of place was enough for the altar to get really unstable.
Yeah I do. I suppose the flowers could cause instability since they most likely aren't in a symmetrical formation, but I have my infusion vat underground. I may need to move it. Thanks I had forgot that the flowers are stability agents because they are so common.
This add-on has got to be one of the best ones I've honestly ever seen for ThaumCraft. . . The only complaint that I have is that some of the hitboxes are a lot bigger than they need to be(I think this bothers me more than it should ._. ). But either way, I seriously love this add-on. I cannot wait to see what the future holds for this!
I must say, with so many Thaumcraft add-ons in development, this has to be one of the most innovative ones I've seen. Between this and Automagy, I think Azanor certainly would be proud to have such talented mod-makers expanding their project.
With that said, the few criticisms I'd give is that the dynamos seem unnecessary with the standard Thaumcraft ability to put nodes in warded jars, energize nodes, use vis relays and get extra portable vis storage with amulets.
Secondly, while making potions with essentia is an interesting concept as an alternative to the standard method, the ease with which one can get reagents with nether wart farms and mob grinders makes it too convoluted in comparison.
The mob manipulation premise is where I think you really struck gold. Infusing to create new mob variants has so much potential! I can only hope you'll expand it to include hostile mobs and enable cloning mobs en masse. The idea of making magically engineered zombies and skeletons fight in arenas would be mind-blowing!
If you infuse a base animal for different infusions with different upgrades (diamonds skin, etc.) and then transform them into a different type of animal, will they keep those upgrades through the infusion?
an upgraded mirror amulet that can also work as a vis amulet, when you die though it takes all the vis in as last ditch effort to protect whatever parts lie left, the more vis in the mirror amulet the more whole the parts are so if you have a full mirror amulet it will be in half, if it's empty it will simply break, you can then use these shards to recraft the amulet thus not having to go and get another primordial pearl but requiring you to be a bit more careful of how much vis you use.
it just seems interesting and an alternating of having to go get a primordial pearl to craft a new amulet
I must say, with so many Thaumcraft add-ons in development, this has to be one of the most innovative ones I've seen. Between this and Automagy, I think Azanor certainly would be proud to have such talented mod-makers expanding their project.
With that said, the few criticisms I'd give is that the dynamos seem unnecessary with the standard Thaumcraft ability to put nodes in warded jars, energize nodes, use vis relays and get extra portable vis storage with amulets.
Secondly, while making potions with essentia is an interesting concept as an alternative to the standard method, the ease with which one can get reagents with nether wart farms and mob grinders makes it too convoluted in comparison.
The mob manipulation premise is where I think you really struck gold. Infusing to create new mob variants has so much potential! I can only hope you'll expand it to include hostile mobs and enable cloning mobs en masse. The idea of making magically engineered zombies and skeletons fight in arenas would be mind-blowing!
Keep up the great work!
Dynamos are useful for a number of purposes. Say you have a requisition tome far away from any of your nodes, and don't want to set up a charged node in that area for aesthetics or to save space. Set up a reservoir, valve and pressure plate beneath it and it will run when you stand in front of it. Also the wand-powered one is useful if you plan to be present when your bore is running away from your base, you don't want to lug around essentia and have no nearby relays. It's also likely useful for a number of addon mod items that run on centivis.
It's 12 blocks x and z isn't it? Something like 5 and 10 for y.
And you've removed all of its pedestals, stabilizers, and such? Are you using any other mods which add infusion-relevant blocks? The infusion vat uses almost all of the same code as an infusion altar.
I haven't removed the pedestals since I thought that the matrix itself was causing the issues. I don't think I'm using any mods that would affect the stability of the matrix. Let me test removing all the pedestals and stuff from my infusion altar.
Edit: Nope that didn't help same thing happened.
The infusion process determines symmetry by taking stock of all pedestals and blocks marked as stabilizers in a wide area around it. Each increases instability, but if a corresponding block exists directly opposite the matrix in the X-Z plane, instability is decreased by a greater amount for a net decrease. This is why the proximity of another infusion altar can cause issues, but if you removed it, we're back to square one. Can you send me your world file?
Thaumic Exploration is updated for Thaumcraft 4.2
http://jenkins.nekokittygames.com:8080/view/Thaumic Explorer/job/Thaumic Explorer/
Heck Yes! I called it!
The only thing stopping you from infusing yourself is that the Human soul interferes in Infusions, so if you could infuse a body and then transfer into it then you'd be infused! Haha! I was right!
The only real problem is transferring yourself, of course. Death is (Almost) never something to be taken lightly, and there could always be mistakes...
I do have a preference for the Curative vat, an awesome idea.
The illuminate lense does annoy me, though. It drops a strobe in the sky when I put them, breaking my eyes in the process...
Keep up the good work, it has a lot of potentia! (Get it? Potentia(l)?... Ok, I'll go back to my hole...)
yet, heavy is the burden of the wise ones, when no one understands a word of what they say.
So, I remember that we're all mad here, and it's ok..."
- Inspired by the song "Cheshire Kitten" by SJ Tucker.
*Grins while backing off into the shadows*
EDIT: And I made a new page. Therefore I would like to add a small note here that this is the best Thaumcraft Addon that I've ever seen.
You have botania?
Yeah I do. I suppose the flowers could cause instability since they most likely aren't in a symmetrical formation, but I have my infusion vat underground. I may need to move it. Thanks I had forgot that the flowers are stability agents because they are so common.
With that said, the few criticisms I'd give is that the dynamos seem unnecessary with the standard Thaumcraft ability to put nodes in warded jars, energize nodes, use vis relays and get extra portable vis storage with amulets.
Secondly, while making potions with essentia is an interesting concept as an alternative to the standard method, the ease with which one can get reagents with nether wart farms and mob grinders makes it too convoluted in comparison.
The mob manipulation premise is where I think you really struck gold. Infusing to create new mob variants has so much potential! I can only hope you'll expand it to include hostile mobs and enable cloning mobs en masse. The idea of making magically engineered zombies and skeletons fight in arenas would be mind-blowing!
Keep up the great work!
an upgraded mirror amulet that can also work as a vis amulet, when you die though it takes all the vis in as last ditch effort to protect whatever parts lie left, the more vis in the mirror amulet the more whole the parts are so if you have a full mirror amulet it will be in half, if it's empty it will simply break, you can then use these shards to recraft the amulet thus not having to go and get another primordial pearl but requiring you to be a bit more careful of how much vis you use.
it just seems interesting and an alternating of having to go get a primordial pearl to craft a new amulet
Dynamos are useful for a number of purposes. Say you have a requisition tome far away from any of your nodes, and don't want to set up a charged node in that area for aesthetics or to save space. Set up a reservoir, valve and pressure plate beneath it and it will run when you stand in front of it. Also the wand-powered one is useful if you plan to be present when your bore is running away from your base, you don't want to lug around essentia and have no nearby relays. It's also likely useful for a number of addon mod items that run on centivis.
I personally like the potions system.