This mod gives me so many awesome ideas for automation. If I could figure out gradle, I would've asked to help code already.
EDIT: I can't help myself: a Hoarding Chest. Its to reduce the sheer number of chests you end up with. A multiblock structure (maybe?) That has a huge number of inventory slots. To prevent having a massive gui, maybe it condenses them like AE2 systems do.
I personally use Better Storage crates set for my input and my purely-automated storage. As long as it's not something I directly work with, the chaos of its storage doesn't affect me.
That's certainly an impressive setup for sorting and storing your Essentia... I also note that you're infused with the Otherwhere, been doing some teleporting around?
Sinister nodes from totems and pure nodes from silverwood trees can, indeed, be jarred. In fact, given that sinister nodes spawn enemies, I make sure to keep a few around for an experience farm and low-end wand charging (via aspect orbs.) They're also useful for creating magical biomes that are less....shiny... than magical forests.
Assuming single player, I find it's far less costly to set research to hard mode (minigame for all research) rather than "spending" the research points on "lesser" topics. Especially with the Research Expertise/Mastery in place.
And in a pinch, you can use the deconstruction table. I don't recommend it much, though.
Last time I was in Mordor, I was virtually swimming in naurite and gulduril, though most of my gulduril comes from Dol Guldur (My main base of operations for conquest.)
I don't particularly like mining in Mordor, as the unrelieved black makes it difficult for me to see anything.
Fast-travel itself can be demonstrated the moment you set foot in the world, and if you're using cheats to demonstrate, it would be effortless to get enough achievements just from changing your faction standings to demonstrate how it affects it.
AFAIK, achievements only give you additional fast-travel locations, and if you're one of those people that achievements are important to, they give you a checklist of goals.
As an avid Thaumaturge, I can say with certainty that Thaumcraft has no issues using non-ink sac sources of black.
That said, ink sacs aren't terribly hard to farm. If you set up a 3x3 vertical shaft about 20 blocks deep, set up signs two blocks before the end and put hoppers under that. Make sure the water source blocks cover the entire "surface" at around y-level 60. You'll find more ink sacs than you know what to do with. I just like not having to annihilate the terrain or try to hunt squid blind in the water when I have options like Umbral Roses (Forbidden Magic) and Mystical Black flowers (Botania). Especially when this is the only mod I currently use which requires them.
I'm not certain how trivial it would be, but it would be nice to have the ink sac requirement for certain things (printing press, fancy workbench) use any black dyes instead.
Not counting thaumcraft's own autocrafting (alchemy, specifically), the add-on Automagy has golem based autocrafting for things which can be made in a standard crafting grid.
VERSION 21.3 JUST CRASHES MC READ MY OTHER COMMENT.
IF YOU DONT UNDERSTAND MY OTHER COMMENT THEN UR STUPID.
BUT THE MOD ISN'T STUPID.
Go back to your other comment. Look below it. Notice that somebody answered why you are crashing. You are mixing a 1.7.10 mod (LotR) with 1.7.2 minecraft and other mods. All of the mods you're using have 1.7.10 versions. Upgrade your versions, and the latest LotR will work.
After some consideration, I was wondering if it would be possible to add the ability to blacklist certain dimensions from having any of Thaumcraft's world(retro)gen done on them.
The reason I'm asking, is that I've recently been playing with the Lord of the Rings mod. While I am playing with Thaumcraft, Middle Earth itself shouldn't have any "magic" native to it. With worldgen disabled for it, it then creates the situation where you would have to build your own infrastructure as a foreign power.
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I personally use Better Storage crates set for my input and my purely-automated storage. As long as it's not something I directly work with, the chaos of its storage doesn't affect me.
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Sinister nodes from totems and pure nodes from silverwood trees can, indeed, be jarred. In fact, given that sinister nodes spawn enemies, I make sure to keep a few around for an experience farm and low-end wand charging (via aspect orbs.) They're also useful for creating magical biomes that are less....shiny... than magical forests.
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To which I feel the urge to say "For thy heart, for thy heart, who hast wronged me!"
A pity it isn't a Sword.
But, yes, bows are quite useful, even when set against the arsenal of a fully equipped thaumaturge. Especially with the infinibows "fix".
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And in a pinch, you can use the deconstruction table. I don't recommend it much, though.
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I don't particularly like mining in Mordor, as the unrelieved black makes it difficult for me to see anything.
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AFAIK, achievements only give you additional fast-travel locations, and if you're one of those people that achievements are important to, they give you a checklist of goals.
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That said, ink sacs aren't terribly hard to farm. If you set up a 3x3 vertical shaft about 20 blocks deep, set up signs two blocks before the end and put hoppers under that. Make sure the water source blocks cover the entire "surface" at around y-level 60. You'll find more ink sacs than you know what to do with. I just like not having to annihilate the terrain or try to hunt squid blind in the water when I have options like Umbral Roses (Forbidden Magic) and Mystical Black flowers (Botania). Especially when this is the only mod I currently use which requires them.
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Go back to your other comment. Look below it. Notice that somebody answered why you are crashing. You are mixing a 1.7.10 mod (LotR) with 1.7.2 minecraft and other mods. All of the mods you're using have 1.7.10 versions. Upgrade your versions, and the latest LotR will work.
End of Line.
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The reason I'm asking, is that I've recently been playing with the Lord of the Rings mod. While I am playing with Thaumcraft, Middle Earth itself shouldn't have any "magic" native to it. With worldgen disabled for it, it then creates the situation where you would have to build your own infrastructure as a foreign power.
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