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    posted a message on Ex Nihilo (the Skyblock companion mod)
    Quote from prodotes

    i like the crucible idea tho... but it would have to be balanced so that you can't just spam-craft the shards... they all have 1 crystal, 1 magic and 2 of their type essence values... so it would have to cost you something crystaly and magicy in return...
    quartz has crystal on it... magic is a bit more rare tho... nether wart? so you would have to sift through soul sand to get the ingredients...
    and in vanila you would have to go to the nether... sounds balanced?


    Magic can be obtained from chiseled sandstone. Also, assuming we can get Silverwood and Greatwood, it is present in those as well.
    As for "spam crafting", you have to remember just how important the shards are to Thaumcraft. Having "too many" doesn't give you an advantage either - You either need them for something you're crafting, stockpile them for something in the future, break them down into essentia, or make crystal clusters... Which are more decorative than anything.
    By making them in the Crucible, you also have balancing features inbuilt - Essentia decay, crucible capacity, and flux.

    Quote from prodotes

    so it makes mobs and soul sand... weird liquid :) but how do you make villagers in skyblock? well... with zombies but then you turn them back into zombies... with a small chance of witches ;P

    Well, to be fair, once you've got multiple villagers... You pretty much have all the villagers (and potentially iron) that you'll ever want.

    With the addition of being able to make witches, you've pretty much added full capability to be able to use the Witchery mod as well.
    Posted in: Minecraft Mods
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    posted a message on Ex Nihilo (the Skyblock companion mod)
    How about a different route for thaumcraft - Possibly in an Ex Nihilo/Thaumcraft 'compatibility' add-on (so if Thaumcraft updates, it only breaks the add-on, rather than breaking everything)

    On to another Thaumcraft crystal idea - Make use of the Thaumcraft crucible. New crystalline dust (possibly from breaking some crystalline block substance - I suggest quartz, simply because it places it post witch water, but is also common enough to account for how important shards are to Thaumcraft). Use appropriate primal aspects in crucible, add crystalline dust catalyst. Not sure if you have to have a different catalyst for each recipe, but if so you could have a simple recipe to "aspect" the dust for each primal.
    Posted in: Minecraft Mods
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    posted a message on Ex Nihilo (the Skyblock companion mod)
    Quote from prodotes

    speaking of tree breeding... I have no spruce saplings... do you sift snow for those or what? ;P


    Spruce comes from dirt, like birch and oak, though from observation it seems to be a bit rarer.

    Quote from prodotes

    as for speed... it would give you a reason to make netter hammers... i always only use the stone one since i can do 44 cobble to dust with it... iron is only a minor upgrade and in modded minecraft, it's also very precious... and diamond i was thinking of enchanting but i'm lvl 28... and forgot to plant some grass to get some animals...


    Iron being precious is dependent on what mods you're using, and whether you are using this in skyblock, though I agree with speed being a good incentive to making better.

    Speaking of skyblock - Love the concept and gameplay. I just don't have the reaction time to find building downward via waterfall in a void to be anything other than an exercise in frustration.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from PurpoleToast

    I constantly get this error when trying to add Thaumcraft 4.0.4a and 4.0.3a. Could someone help me out :)



    By any chance, are you updating from a version that once had Thaumcraft 3?
    If so, remove your old Thaumcraft config file.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from CaerMaster

    Could it be that the same factor that makes silverwood so useful for wand cores — I refer of course not to its purifying ability, but to its extremely high permeability to magical forces — is at work here also? Perhaps the magical permeability of the tree's living wood is sufficiently great, in whole-tree quantities, that if the tree happens to grow in a spot where the boundary between dimensions is already weak, it can exert enough of a draw on the further side enough to rupture the boundary and cause a node to form. This could account for the fact that only some trees form nodes, and also for the manner in which if a silverwood that contains a node is felled, the node is immediately destroyed. Without the draw of the tree's life-force to aid it, the beyond is unable to break through.

    This would certainly be a viable theory if it weren't for the fact that one can grow silverwood trees in the same place and have nodes form or not form seemingly at random. If a particular "weakness" exists in the boundaries, and the tree possesses the capability to force an opening, one would expect the node to form or disperse consistently.

    There is also the issue of moving nodes to consider. When a node is moved, there is often an effect on "our side" of the node. One wonders if the reverse side notices the same effect, and indeed if there is any movement of the node during the process. Though given the fluidity of portal linking with the Nether, this last part is only of minor consideration.
    Posted in: Minecraft Mods
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    posted a message on Ex Nihilo (the Skyblock companion mod)
    Just a quick question, but is it intended that the hammer have such a slow break speed on the raw form of ores? A fairly minor issue, though it is a bit disconcerting that a stone pickaxe can collect iron ore faster than an iron hammer can break it.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Azanor

    I will be releasing 4.0.5 Soon™. It should resolve the fake player issues.

    *creak-thump*
    *creak-thump*
    *creak-thump*
    *creak-thump*
    *creak-thump*


    Is that the sound of His Great Alien Tentacle-ness preparing to devour the world unleash unspeakable horrors a new update?

    With regards to research - My biggest issue with it is, quite simply, that there is nothing to do with failed, duplicate, or discarded "theories" other than dispose of them.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from TheFlyingBanana

    The silverwood effect? Do you mean that they form nodes, or how they change areas to magical forests?

    Both can be answered in an easy fashion. What if sufficient quantities of magic are what create the fissures that nodes come through to our world? The intensely magical silverwood trees are a natural source of this, and the various temples, shrines and altars found in the world are artificial sources.


    By "Silverwood effect" I mean that silverwood trees can spontaneously form nodes. If the nodes represent "rifts", then this implies that the tree rips a hole in the boundaries between dimensions. While the alchemy branch of Thaumaturgy makes use of "native" essentia, most of our workings actually draw on the vis from nodes - This energy is what is in question as to whether it is "native" or from somewhere else, and which the Silverwood tree itself brings into question.

    Quote from TheFlyingBanana

    Silverwood tree nodes changing an area to magical forest makes for a certain amount of evidence towards nodes shaping their environment as opposed to being shaped by it. However, nodes can also be tainted, and so can be shaped themselves.


    Silverwood trees, even without nodes, also display impact on their environment - Shimmerleaf plants grow in their "shadow" regardless of the presence of absence of a node. Impacting the world is also a product of our own experimentation - How many of our workshops have developed into an eerie place, despite its previous state, and regardless of any node working we may or may not be doing within that workshop?

    Quote from TheFlyingBanana

    What I propose is this: When a sufficient quantity of magic is present in an area, it weakens the wall which separates dimensions, allowing an aspect-less node to come through. It picks up aspects from its surroundings and then acts as an amplifier, spreading the essence of whatever it received. This effect is only observable on a human timescale for the potent magics of the magical forest. eerie biomes and the taint... By this theory a Terra node COULD spread a forest, but due to a lack of natural magic would only do so at a speed best described as geological.

    If this theory holds true, we can extrapolate back to the creation of the world. It seems reasonable to assume that the primal aspects, being fundamental building blocks of all others, were present in great quantities at the beginning. This density of magic caused nodes to seep through into the world, absorbing the raw aspects, in some cases combining when caught between two or more, and then over a great period of timing spreading them out to form the lands we see today.

    There's more than a few axioms at work here unfortunately, so I can hardly claim this as a scientific work. Still, it's what I'm going with until proven otherwise.


    This is certainly an interesting theory, though one which I cannot say that I fully subscribe to due to the other dimensions in relative contact to our own.

    Dimensional instability could, however, also explain the spontaneous "generation" of various creatures in isolated areas which they could not have arrived at on their own - Benign, passive or aggressive. Is the vis we collect from them a residue of their original home? I shall have to do further experimentation.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from MonolithicBizkit

    Right, my bad about the "spoiler". But I dont think a crafting recipe IS a spoiler in TC4. Listing the aspects needed to complete the research would be. And I clearly stated what the problem is. So you wanna help me out here bro? or you too busy forum policing?

    I think the point was to get a screenshot of your workbench with the recipe in it. Aside from the possibility of having the shards transposed, you might have had arcane stone blocks (rather than bricks), or forgot your wand (something that I find myself doing at times).

    Spoiler tags are mostly for saving screen real estate.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from TheFlyingBanana

    But then why are nodes so focused at appropriate locations in our world? Terra nodes being more common in woods, Ignis in deserts and so forth. Not to mention nodes being found in temples and other structures.

    There's two explanations that are immediately obvious:

    1. The node shapes the area around it. Where a Terra node came into being the land becomes fertile and grows into a forest.


    This implies that aspects leak into the area from the node, changing the area to match the resonance of the node. Finding an ignis node in the middle of a forest would indicate that eventually (we don't know the timescale that nodes influence their surroundings) the area would become more fire aspected - Desert, volcanic, etc.

    Quote from TheFlyingBanana

    2. The node is created by the area. A sufficient concentration of a particular aspect coalesces into a node.


    Similar to the above, though in reverse - Geomantic rearrangement could (over an unspecified time) influence a node's resonance into matching the surroundings.

    Quote from TheFlyingBanana

    The same applies to temples after a fashion. Either whatever rituals were performed there created the node, or the temples were built there to contain the magical energies.

    The thauminomicon implies that nodes are from somewhere else, magical energy leaking through into our world.


    We know what nodes look like from our side of the "rifts". What do they look like from the other side? Perhaps the rare Hungry nodes on our side are the more common on the other side? This would imply that most nodes are "leaks" from the other side into ours, supporting the first.

    Even with those possibilities, the rift concept doesn't explain the Silverwood effect.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from LordEric

    That's actually a really cool idea. It would have a sort of fusion-bottle appearance, which would match its power-generating ability. I actually suggested something like this once, but my idea was a recharge-pedestal topper.


    I like things to have a distinct physical presence in the world, which is one reason I like multiblock structures. I also like things happening in-world - less GUI and more interaction with the world. The idea of building a massive chamber to hold my four artificial nodes surrounding a wand recharge pedestal appeals to me.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Honestly, rather than moving nodes or converting Essentia into vis, I was hoping to have a multi-block "artificial node" requiring each of the Primal wands. There are six primal aspects, six sides to a cube. Have each focusing inwards towards the center space where the artificial node would form, and it would only recharge while the multiblock structure exists.

    That's what I would have wanted, anyway.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Auric245524

    The infusion enchanting was ment to be a replacement for a vanilla system. Why enchant a book with infusion enchanting, then spend even more xp on putting the book on an item?

    One possibility that comes to mind is for trade purposes on a server. Especially if you have different styles of mods, and people who don't use certain options. For somebody who doesn't use infusion enchanting, a book with what they want and an anvil seems quite a bit more advantageous than vanilla random enchants.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Balekin

    I have a warded jar with 6 essentia in it. I need to put 5 of that essentia into the crucible for a recipe. If there a way to do this? Or will I need to add 3 more essentia, dump all 8 into the cricible, and waste 3? If there is no way to put essentia into the crucible in amounts of less than 8, why don't all recipes use essentia in multiples of 8?


    The primary use of liquid Essentia is not for use in the Crucible but rather for infusion or "fuel" for various devices. The Crucible's recipes are based on having physical items with small amounts of the respective essentia rather than jars of pure essentia.

    It would, however, be interesting to have some way of "dripping" out specific quantities of Essentia from a jar into a crucible. (I suddenly have visions of placing a jar of essentia into place, twisting a valve, and watching it slowly drip out directly into the crucible.)
    Posted in: Minecraft Mods
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    posted a message on Ex Nihilo (the Skyblock companion mod)
    Quote from prodotes

    sorry for the double post but... how about making a new "tool"... obsidian tongs... and then you combine a blaze rod with a iron ingot to get a "dormant rod"... and you use it with the tongs to get "rod on a tong" (heh)... and then you right click with that on a barrel/cauldron that has lava in it... and the item switches with the obsidian tongs again... and a blaze rod pops out and you catch it?

    It's convoluted... i know... but sounds like fun... only problem is having 1 tool for only 1 item...

    I'm guessing you mean combining a blaze powder with an iron ingot to get a blaze rod, rather than combining a blaze rod with one to get a blaze rod. Honestly, I like the idea in general - But I'd just dump the obsidian tongs portion. We can carry metal buckets loaded with molten rock with our bare hands, and tools that only have a single "use" aren't all that interesting.

    As an aside, Ex Nihilo works well with Tropicraft to remove any dependency on the Overworld for general resources. Now I just need to find a good tropical "survival island" location for my tropical Thaumaturge game.
    Posted in: Minecraft Mods
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