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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Auric245524»

    Taint dose spread, but very, very slowly. If you have some way to change biomes then I suggest turning an area into tainted lands and throwing a few bottles of taint around. Fibrous taint spreads very rapidly within it's biome. If you can't do that, then chunk loaders could work. And if you don't have chunk loaders then I guess you could always move the tainted nodes around.


    You can also configure the rate of taint spreading in the Thaumcraft.cfg file. Drop the number down to "1" and taint will always spread on check.


    Its kinda "cheaty" but it's an option.

    Posted in: Minecraft Mods
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    posted a message on Can't add RAM to Minecraft Server?
    Quote from Camouflage100»

    When making a server, you have to go in increments of 1024MB (1G), or Java won't know how much to give to the server.


    This, also, a lot of places will recommend, or say that 8GB for a server is optimal, but frankly that depends on how many players and how much of the world needs to be chunkloaded at one time. If it's just you and your friend, you're unlikely to see any sort of major performance improvement at anything above 4GB.


    You might be better off looking at fast clock CPU with a big cache. Even an old Core 2 Duo E8600, which is end of life and should be able to be picked up for like 20 bucks will likely give you better performance than some of the I5 or I7 branded processors, at least in terms of server performance - not desktop playing.


    Minecraft, as a server, is actually pretty cheap to build. Some older parts can actually be better than modern desktop hardware because of some peculiar ways the software is designed. I built a server to run FTB unleashed last year that cost me about 300 bucks to put together and it was easily capable of connecting 20 players without any performance issues.


    EDIT: IF you're running Linux, you could always configure the server for 4GB of ram, then take some of that extra ram and make a Ramdisk for the game. That'd probably be the best use of it.

    Posted in: Server Support and Administration
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    posted a message on [Thaumcraft Addon] Witching Gadgets
    Quote from Jukakun»

    Amazing work Sunrize! This got added in my personal Thaumcraft Modpack, I just wish the Terraformer was faster, otherwise, everything is awesome!


    I wish it would only draw essentia when it needs it, like pretty much every other TC device. I checked one out the other day and evidently my golem had somehow managed to feed it 500 points of herba.

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from angelo22»

    Clogging isn't an issue if you build towerish structures with a centrifuge per aspect...but this is highly inefficient, while looping takes alot less resources and works with whatever you put in the alchemical furnace. Clogging occurs if there are so many compounds that they fill all the buffers, so that the primals can't take the route to the crystallizer (or individual jar) and the centrifuges stop spinning because their outputs have nowhere to go.


    Oh I see, you're trying to generalize the breakdown of any item into primal aspects. I assumed, since fabrico was mentioned, it was just trying to break down crafting tables or wool or something.


    I guess it seems like a pretty interesting building challenge, but isn't it really of very limited practical use? After all, the only primal essentia that you're likely to burn through quickly (no pun intended) is ignis, for the infernal furnace, and I think it's probably more reasonable to siphon that from an alumentum producing tree farm anyway since you'll have all that charcoal around.


    I mean, unless I am totally missing something here :D

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

    I don't understand why the essentia buffers would clog? Each essentia breaks down into only 2 components, so just using filtered tubes should be enough to direct the output to another centrifuge.


    Is it because people are trying to, I don't know how to say this correctly, but "re-run" essentia through a centrifuge? Basically just having less centrifuges instead of a centrifuge for each break down step?


    It'd never occur to me to do something like that since it seems slower than just building more centrifuges.

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

    I added Sano back in cake with Modtweaker. :D


    Honestly, it would be cool if Azanor would write a tool that would export all the default TC research, recipes and aspects as a Modtweaker script since TC already has (pretty damn comprehensive) Modtweaker support, in fact it's probably one of the best supported mods.

    Posted in: Minecraft Mods
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    posted a message on The Twilight Forest (v2.3.5: Wrecking Block)
    Quote from Benimatic»



    I can look into adding a config option for a custom portal creation item. It might not be too hard.


    Uh, kind of. The problem is that the forge system uses a specific method of determining treasure that I don't use. So the two systems are not exactly compatible.


    IIRC, the forge method rolls 8ish items all off the same table, while I divide the items in my chests into 5 categories with fairly specific rates of each category in each chest. I could maybe register each category separately, but that would add hundreds of combinations of chests and category. Would that still be useful?


    If you could add a config option for the portal activation item, that'd be immensely useful I think not just to me but to other map makers or quest makers, I hope it's not too hard to do :)


    Also, as for the chests -


    Wouldn't a happy medium be to have a configuration option that replaces your custom chests, with vanilla chests that hook into the forge loot system? That way a modpack maker could then use either another mod, or Minetweaker, to customize those chests?


    Personally I would vote for Minetweaker support, that way you could ship your mod with a custom minetweaker script that acts as a default that could easily be modified by other people and you wouldn't have to create your own configuration system.


    EDIT:


    I haven't looked at your code (in fact, I don't even know if it's available), but I think the "perfect" solution would depend on how you store your loot tables. If you have getter/setter functions to modify them, you could expose those easily enough through Minetweaker.Api - Just register the class and give it the correct annotations eg, @ZenClass("twilightforest.loot") and @ZenMethod, @ZenSetter, @ZenGetter, etc.


    If that worked, then you pretty much wouldn't have to do anything.


    EDIT2:


    I'm actually kinda retarded. It just occurred to me after I typed the above that Minetweaker wouldn't support the datatypes in whatever structure you have, if your loot IS in a data structure anyway, so you'd be better off just exposing a couple of methods like, "addLoot" and "removeLoot".


    Anyway, you know how to code, I'm sure you can figure this out without me being pedantic about it :D

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from rpgamer987»

    Just happened to go through scanning pretty much all the vanilla items I could, and came across one particular oddity. Maps. Maps only give points for Metallum. What's up with that?


    It's probably because maps are crafted with a compass.


    No idea what the exact formula is, but TC assigns aspects to complex items based on the components they are made up of. Paper has cognitio on it, so I would expect that to show up on a map as well, but the formula Azanor uses probably isn't calculating it as such. It could probably use some work because of use cases like this.

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from MentalMouse42»

    Seals are cool, and they could offer different tradeoffs from golems. Frankly, I'd prefer seals over umpteen different devices, and wouldn't mind if they displaced some of the golem functions. (BTW, a Use golem can till ground too.) They could also displace the powered lamps, even offering new options. (I'd love to see a "darklamp", providing visual light but not impairing spawning, mushrooms, etc.) Since lamps started needing pipes, I frankly don't like them as much. Another vote here for portals, too.


    ETA: Also, seals could offer ways to work with the local aura, which is apparently making a comeback.


    It seems like mostly this is just a stylistic choice here. I don't like the old seal implementation because it didn't feel like it had much personality to me. I prefer golems and lamps and strange blocks and interestingly named magical devices. Fair enough, everyone has their own tastes.


    Anyway, I can't speak for Azanor, but if it was me, I don't think I'd be inclined to replicate effects in multiple places. It just seems like a lot of work to do, so I'd imagine it'd be unlikely that we'd see any existing items go away to be implemented as seals.


    I actually don't mind the changes to the lamps, with "vanilla TC" the only thing that's changed is I have an alchemy golem running essentia to jars that sit under lamps. But I love golems and try to use them as much as possible, to me they're a signature part of this mod, in fact, probably the most definable feature.

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

    DID I HEAR SEALS XD I WOULD LOVE TO SEE THEM BACK AND THE FLYING CARPET LOL


    Although the flying carpet is definitely a cool idea, it's been supplanted by the thaumiostatic harness to a large degree. So, I don't see that making a come back (although the ability to add the harness to your existing armor might be a welcome addition).


    Also, as for seals - I dunno. The idea is cool, but what you really end up with is a style choice for Azanor: There is nothing a seal can't do that he can't implement in another way with a device. So, does he want to make more thaumcraft devices that have effects, or does he want to have seals instead?


    Like for instance, all the old earth primary seal functions are currently handled by golems (with the exception of tilling earth, which admittedly isn't really something you're likely to do more than once, so why not use a hoe of growth or a normal hoe for that). It just seems redundant to have two different ways of doing the same thing in the same mod.


    Although there are some seal functions that would be nice to see come back, I really feel the only real important one was the ability to create a portal network since TC lacks any sort of teleportation function for players.


    Personally I find devices more interesting than seals because they generally come with interesting models and textures, different research paths and often different operating requirements - like requiring essentia or centevis to operate.


    Anyway, I'm not saying I hate seals - I just think that things should be introduced in a deliberate way and the way seals were previously implemented they were kind of a "catch all" area of TC. If they do come back, it'd be nice if they had a specific purpose.

    Posted in: Minecraft Mods
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    posted a message on [Thaumcraft Addon] Witching Gadgets
    Quote from GPeckman1»

    i can't create the infernal blast furnace. when i click with a wand it does nothing. the wand has 50 of each aspect. there is nothing making my vis cost higher. there is an attached screenshot showing my setup. please help.


    Although that certainly looks cool, I'm pretty sure the stairs need to be facing the other direction, so that there is just 1 block space in the middle of the multipart.

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from MentalMouse42»

    Eventually, yes. How long have they been hanging around in spawn chunks? Also, if the trees are still rotting, that can produce more over time. Greatwoods especially take a while to go completely.


    Well, I'm in a Tainted Biome, so the entire area is decomposing and there are lots of spots of flux goo. The weirdest part is that most of the slimes are actually underground, instead of on the surface like I would expect (with all the flux pools the spawn them).


    I know this was a pretty big issue in previous versions of TC, but I was under the impression that Azanor was putting a hard cap on Thaumic Slime spawning in 4.X - Guess not?

    Posted in: Minecraft Mods
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    posted a message on JourneyMap 5.5.x: Realtime mapping in-game or in a web browser as you explore
    Quote from Robijnvogel»

    I second that idea.


    Thirded? Honestly, I have the same problem with the TC Node Tracker mod as well. It's annoying as all get out.

    Posted in: Minecraft Mods
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    posted a message on [1.6.4][TC4 Addon] Thaumic Slime Nerf
    Quote from SpitefulFox»


    Azanor supposedly fixed Thaumic Slimes in TC 4.1, so this mod shouldn't be necessary. Either way, I don't have any plans for porting it to 1.7.

    If by "fixed", you mean I currently have 91 (spawn limit cap) Thaumic Slimes in my TC 4.2.3.5 world, then you're absolutely correct.


    Too bad you didn't port this, is it opensource so I can download it and port it myself for my own use?

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from MentalMouse42»

    Tainted biomes have at least two ways to spawn thaumic slimes: Non-undead mobs (not sure about othermod mobs) that don't have a tainted form turn into them, and rotting trees end up as lots of flux goo, which also spawns them.


    Understood - but they should despawn after a while, correct?

    Posted in: Minecraft Mods
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