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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Are the Essentia tubes/switches supposed to be able to connect to the Arcane Alembics? If not, is there no other way to automatically drain essentia from alembics anymore? I really liked the sticking a warded jar underneath an almebic spout and it draining =/
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    It's basically the same core as TC3 with some notable changes in research and the way nodes and aspects work now. If you played a game with TC3, it isn't that much drastically different.

    If you want good tutorials on TC4, just look it up on youtube and search for haighyorkie ThaumCraft4. He has around 40 videos which are around 10 minutes each and most of them only cover a specific amount of content. I took a look at his research one because I was confused as balls on how to find additional aspects and didn't even know you could move runes at all while a recipe was in place.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    I've tried making Lost Research notes from 9 Knowledge Fragments and it does nothing. Right clicking on them doesn't do anything anymore.

    Edit - Ohhhhh OK. Figured it out now.....nevermind.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Is there any way to unglitch TC4 research for the Golem Accessories? I've found literally everything in the game except those and nothing I attempt to research in the table will bring anything up.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Is there any reliable way to get Auram aspect essentia other than break a node? I've done a crap load of research but haven't been able to find anything that gives Auram other than the essences which drop when a node gets broken.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    I was kind of hesitant on messing around with TC4, because it was sooooo different from what I was used to. But I have to say I love several of the new systems in it. The Alchemical Furance with the Alembics is a god send compared to having distill essences down in TC3.

    Question though....are there plans to slightly boost the power of the Repair enchant? In TC3, it was a necessity on any piece of Thaumium gear, and it still seems like it is. But the ticks to actually Repair lost durability seem to only tick once every 15-20 seconds instead of once every 2-3. I know that nodes have been completely overhauled, so I was rather curious about this.

    Also, is it possible to merge nodes still to make larger ones? I want to try it, but don't want to risk losing the 2 really, really nice nodes that are near my current base that supply a lot of Fire and Ordo aspect.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    Quote from Azanor

    My whole node system is a bit derpy - it doesn't choose nodes on proximity, it just checks if it is inside a nodes area of influence and grabs the first valid one in its own internal lists (which could be in any order). More than likely the "wrong" node that is getting charged is in a loaded chunk and only when everyone is offline does it's chunk unload, allowing your nodes to start charging.

    So in short, there is no way to stop this sans merging nodes =/ Oh well, guess I'll work on that tomorrow before I head off to work.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 3.0.5i (Outdated)
    Currently, I'm trying to overcharge my larger node to help with putting some infused stone back in the world, but I've been running into some weird issues.

    The aura that the 120+ Mixed Crystal Clusters are literally right on top of will not overcharge at all unless no one is in the server and the chunk is loaded via World Anchor. It attempts to overcharge 2 aura nodes around 85 and 110 meters away from our base vs the node we want it to overcharge. The node stays at 1341/1341 unless all players log off and give it a little time.

    Any idea why it's doing this? What can I do to fix this other than merge the 2 nodes into the larger one?
    Posted in: Minecraft Mods
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