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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    Hey, does anyone know if there is something that can cause Thaumic Slimes to spawn out of control?


    I currently have something like 91 of them hopping around my general spawn area right now. I'm in a tainted biome - do thaumic slimes spawn in a slime chunk?

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

    To me it seems kind of strange that emeralds don't contain any Permutatio. I find that emeralds are often used as a universal symbol in Minecraft for trade, as villagers' trade centers on it, and there is almost no other use for them in vanilla.


    Great minds must think alike. I've added permutatio to both emeralds (4 per emerald) and lapis lazuli on my modpack, primarily because there are no other real sources of it due to not having any techmod ores installed. Modtweaker makes it easy:


    Aspects.add(<minecraft:emerald>, "permutatio 4");

    Honestly, Thuamcraft's Modtweaker integration is pretty damn awesome. Hope it gets better... (I want multiple alchemy recipes per item like you can code normally).

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

    Just thought I might mention this because it's kind of funny... (Wish I had taken a screenshot of this). I added Taint Crawlers (the little spider guys) to the spawn list for the Tainted Biome so that they'll spawn naturally like other mobs, and I had a Spiderjockey spawn riding one.


    You know how sometimes you'll see a fat guy riding a really tiny little bike? It looked like that :D

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

    'fraid you're mistaken there. The clerics may not despawn under most circumstances, but everything does when the player's out of range, it seems. The obelisk I went back to was abandoned. There were signs of a struggle, random drops from a few different things, most likely left there the last time I unloaded the chunk. So either they all ended up despawning eventually, or they aggro'd something they somehow couldn't handle.


    Well, they are aggro to Eldritch Guardians - although usually they can handle them pretty well. I remember the first time I saw them get into a fight with one, there was fireballs flying everywhere - damn clerics started a forest fire o.O

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

    Somewhat odd question - But does anyone know how to farm vishrooms? They can be placed on mycellium but after a while they just "pop" off the ground.


    EDIT: Slight update - I just tested putting one down on mycelium with a lamp of growth nearby. The lamp sprinkles its magic shiz on the shroom (I see the particle effects) then it instantly pops off the ground. So, the growth tick is causing it to pop for some reason.

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

    You make several good points here and I will probably change the way some tainted mobs spawn. Since tainted mobs don't normally spawn naturally, and their real threat is their ability to spread taint I disabled their ability to despawn to increase their taint spreading potential. Obviously this breaks a bit when you simply add them to a spawn list.
    Taintacles, swarms and other "native" taint mobs should despawn however. I may have goofed there.

    I am going to give the whole taint mechanics a big overhaul in the 1.8 update and will rethink how tainted mobs in general work.


    I figured that this was the case and I acknowledge I am trying to make a map that is pretty atypical by having everything be tainted biome and then having the player clean it up. I can confirm that the swarms and spiders do despawn, but when I was watching Opis I didn't see any taintacles do so.


    If I had one request for a future taint overhaul, it would be to add modtweaker support for changing various behavior aspects, or adding in tainted versions of mobs. It would be nice if I could drop a mob in from another mod,or one of my own, and configure it to either be immune to taint, heal in taint, or get tainted, or spread taint, etc.


    Also, while I'm on the subject of configuration - being able to specify separate lists for ore detection and native ore cluster gathering by the pickaxe of the core would be incredibly helpful for mod integration. :D


    Cheers

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

    The only tainted biome I've come across so far I think wasn't very big; I didn't get anything spawning in there besides swarms, although I didn't stay through the night. It was just a quick trip to scan some taint and maybe grab some goo.


    As for cultists, I've steered away from any obelisks I've come across so far, which I've realized is kinda kicking me now, as clearly the cultists will despawn as I leave the area, so now I'm left with the nearest obelisks all being devoid of life. I get the impression I needed to kill some of those for something...


    I think my situation is pretty extreme - I made a world that is entirely taint biome with the occasional magical forest or eerie biome due to node spawning. I'm making a modpack that is kind of like a skyblock, but you need to build outwards on the taint. Also all the ores are now tainted ores that you need to purify at the crucible and most of the plants are gone so you need to do transmutations or infusions to make them.


    Basically I'm trying to hit a point somewhere between Agrarian Skies and Blood n' Bone if you're familiar with those mod packs.


    As for the cultists... they do drop some interesting stuff, but I don't think it's actually anything you absolutely NEED. I could be wrong about that though...

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

    I know Azanor is busy with TC 5 release right now, but I thought I might add some comments about the mob ecosystem in the Tainted Biome (I've been playing around a lot with this for a modpack/map I am making).


    First off, as most people probably know MC has a hard cap of 70 hostile mobs in the 17x17 chunks surrounding the player. I've found that if you leave spore spawning on, this quickly fills up with swarmers and spore pod thingies, effectively making it so that other hostile mobs will not spawn (I wanted undead to also spawn in my Tainted Biome).


    Anyway, the next thing I did was turn off the generation of these entities and then I manually added in the swarms and taint spiders to the spawn list for the biome. This actually worked, but I noticed one thing - These two mobs observe the light level restrictions for hostile mob spawning. They probably shouldn't do that if they are in a Tainted Land.


    After that, I thought to myself - Boy wouldn't it be cool to spawn Tainted Creepers? They look really awesome and exploding taint is fun! So I added these guys to the biome spawn list as well, but unfortunately I discovered that Tainted Creepers, like spore spawners and stalks, never despawn. So the biome quickly fills up with them and chokes off every other potential mob spawn.


    This got me looking a little bit more intently at the other mobs and I discovered that Taintacles also have this "feature" of never despawning.


    Anyway, this got me thinking and I while I respect that Azanor probably has bigger things on his plate, "playing in the taint" might be a bit more fun if he could make a couple of modifications (or add some configuration options here).


    - Enforce a minimum distance for spawning the tainted monster generators and taintacles so that they don't overrun an area and completely choke off other spawns.

    - Allow Tainted Creepers to despawn like normal mobs.

    - If a tainted monster is added to a biome directly, let it spawn regardless of light level so long as they are outside (exposed to open sky) and standing on a tainted block (fibrous taint, tainted soil, etc).


    Oh, also one other thing I noticed - the Crimson Cultists structure with the obelisk tends to very frequently spawn without a sinister node. I think this should probably be almost ALWAYS a sinister node? I've run across about half of the obelisks having normal or tainted nodes (I'm pretty sure sinister nodes, like pure nodes, are immune to being tainted, so I think those tainted nodes were normal ones that were corrupted).


    I don't know if anyone else has any observations about the tainted biome, but this is what I've been able to come up with so far...


    EDIT: I almost forgot to add too, I've been fooling around with the taint resistant blocks from Forbidden Magic and they work as advertised, but in the process I started putting glass blocks around my buildings for windows. Normal (vanilla) glass and glass panes work as expected - no taint spread to them, however Thaumcraft warded glass isn't as resilient - taint spreads to it. It would be nice if the warded glass was as effective as stopping taint spread as the vanilla glass is :D

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

    Is there a way to turn off the animations from the Wand Focus: Warding? I'm attempting to ward about half a mountain (PvP Server) and I am about 40% done and getting 5 or fewer FPS. I've installed Optifine Ultra to see if that helps and it does not. Any help would be great. Thank you.


    Maybe you've stumbled on an excellent PvP defense strategy - Create an enormous amount of lag so no one can attack you?

    Posted in: Minecraft Mods
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    posted a message on [TC4+5 Addon] Automagy - Automation and Logistics (v2.0.3 - Thirsty Tanks for Thaumcraft 5)
    Quote from Tuhljin»

    If the vanilla inventory can handle it, and not through some, say, weird custom hook to make it do so (which isn't the case here), then any mod could handle it. The tile entity for the golemic inhibitor has custom render code (so does every tile entity with a model), but the item doesn't even use that. It's a standard icon. Perhaps HQM isn't properly looking for standard icons when it thinks the block is "supposed" to use something else because there's a tile entity involved.


    Don't get me wrong - if the author of HQM says I'm doing something weird and should fix it on my side, I'd consider making changes, but the fact is that I've seen this issue with other mods' items and other mods can handle them fine (e.g. Thaumcraft with its Thaumonomicon), so all signs seem to point to this being something that should be addressed on HQM's side rather than on the side of every mod whose items it has problems handling.


    At the risk of sounding confrontational when I don't really intend to - I didn't say that you needed to fix anything, I suggested that you might want to try and figure out what's going on so that you can give the maintainers of HQM a hint on how to fix their mod so that it detects your items correctly.

    Posted in: WIP Mods
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    posted a message on [TC4+5 Addon] Automagy - Automation and Logistics (v2.0.3 - Thirsty Tanks for Thaumcraft 5)
    Quote from Tuhljin»

    Well, the Thaumonomicon can handle it so why can't HQM? I'm not giving any special data to the Thaumonomicon for it to use. I've heard of this problem happening with some other mods' items in HQM, as well.


    Well, what Azanor does or doesn't do is sort of a moot point since no one can see it. I guess the question is: Do you use a custom renderer for items like the Golemic Inhibitor? If you do, then that's probably the reason why HQM can't render it. Is your code open on github or something? Maybe send a PM to LordDusk and point him to the render code and it may get added in the next version of HQM...

    Posted in: WIP Mods
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    posted a message on [TC4+5 Addon] Automagy - Automation and Logistics (v2.0.3 - Thirsty Tanks for Thaumcraft 5)
    Quote from Tuhljin»

    The icons appear fine in inventory and in the Thaumonomicon so, at this point, I'd have to assume it's an issue with HQM.


    I'd almost agree with you if it wasn't for the fact that some of your items show up fine in the HQM and others don't. It leads me to believe there is an issue with how you are rendering some of them that is a-typical as this doesn't happen with TC itself, Thaumic Exploration, Witching Gadgets, Forbidden Magic, etc...

    Posted in: WIP Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Kitsune116»

    Hey Anazor, on the topic of TC5, would an Essentia combiner be out of the question?


    I honestly think this would take some of the fun out of Thaumcraft. Some essentia is hard to source by design - take Auram for instance. It is made of Praecantatio and Aer, which if you could combine aspects, would be really easy to get just from Greatwood logs (centrifuge the Arbor into Herba and Aer and logs already have 1 pt of Praecantatio). Basically every greatwood log would give you 1 pt of Auram, and there are A LOT of greatwood logs in a tree...


    Anyway, usually the best way to get Auram is to either make a mana bean farm or a wisp spawning trap in a magical biome. Both of which take some kind of effort and give you a sense of accomplishment when you get them working correctly. I really prefer working towards this to the idea that there is a magic box that I put essentia into and get out the essentia I need.

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

    Two things I'd like to see most out of a new Thauminomicon is the ability to zoom out, and some means of notification when a new thing shows up in any tab after you meet whatever requirements.


    Zooming would solve my issue with having to pan around like crazy to make sure i didn't miss any research. Even if the PNG's for the research ended up looking like crap when it was fully zoomed out, at least the tool tips would be legible...

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

    looks really nice. i suggest you steal some functions of vazkiis lexica botania aswell.


    for an ingame guide to the mod content, its extremely well done. i found especially the lexicon index and search bar incredibly helpful. but also that it remembers the page you were reading, when you close and reopen the book. it immediately goes back to the entry and page you were just reading. aswell as bookmarks.


    i know this is a lot, but as far as navigation goes, those functions are really incredibly helpful. and unless you already have plans for it, there is still space for bookmarks at the bottom and top.


    index and search bar simply could get its own tab on the left.


    If you install the TC add-on Witching Gadgets, it adds a search bar to the Thaumonomicon that's pretty handy - just click on one of the results to go to that research page.


    It's also a pretty good mod too in it's own right.

    Posted in: Minecraft Mods
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