1. 3wide prepped stairs down to y=12.
2. cavemine all the caves encountered on the way down.
3. Dig out a long 3x3 tunnel at y=12
4. branch mine out of that with 2x1 tunnels with 3block separation.
5. switch to automated mining using the quarry options available in my modpack.
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Well. that makes more sense. I do still stand by my statement that I think wands should channel, rather than store vis. Perhaps staves could retain a vis battery function. For all that TC5 offers much more in terms of tools to examine the local aura, the aura felt a lot more important to the gameplay in TC3, in no small part because the lack of storage, as well as the greater variability in local levels meant that things could abruptly stop working.
There does, also, seem to be a growing pressure on the baubles slots. I would very much like to be able to merge my focus pouch with the runic protection belt - or add runic protection to the focus pouch - loosing the protection afforded by the belt for the convenience of a single inventory slot is a not worth it.
Also - a feature request - can the Focal manipulation table "grab" the focus off the current wand/staff when right clicked. With all the focii in the pouch (potentially stashed in a bauble slot) its quite a mission to get a focus to put in the table to upgrade.
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"No current items" includes wands, staves and scepters? I'll admit I was a little perturbed that in my current game I seem quite happy with a bronze capped greatwood staff, whereas in previous games I always went for the Staff of the Primal for its self-recharge. Of course, the primal staff is an existing item... its value would be significantly reduced if it cannot self recharge.
In TC3 I remember being quite annoyed by the dead magic zones that could occur, but at the same time they presented an interesting challenge. If wands cannot charge from the aura, that seems to significantly reduce the importance of the aura, and finding nodes in the world. The only interesting node(s) will be the ones right where you build your wand charging station. Thereafter, loose the goggles of revealing, in world nodes are useless.
I think that wands in TC3 were way more interesting. The didn't act as batteries - they channeled the vis directly from the aura which was way more interesting as it actually made the aura levels relevant. In TC5.1 the aura levels are quite high everywhere, and my simple greatwood staff maintains enough of a charge level that the aura level is rarely a concern. I'm not sure what the utility of the primal staffs even is. Are they being removed? With colorless vis they seem to have no real purpose at all other than to contribute the crafting reagents used by a primal staff.
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Access to a specific door. The keys all became invalid as soon as that door is rebuilt / moved. Maybe its just me but I re-arrange a lot and I have a lot of doors.
A key system would require in my mind at least the following type of functionality:
1. A warded chest that only the owner could access, that would be used to store completely secure items.
2. A master key. A master key would be used to create gold and silver keys, and all warded items would have to be crafted with a master key to 'tune' them to it. All gold, and silver, keys then could access the warded items 'bound' to their, specific, master key.
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I don't think that warding can be used for player protection.
1. There are performance problems when tile entities are used in bulk. This means the warded area must be small, or confined to a thaumcraft provided warded block so that it can be styled with metadata only.
2. Most servers that ive played on, or helped admin, use mods like PersmissionsEx, MyPermissions, etc. to manage player permissions anyway. In which case warding something is a vanity option
3. On servers that are full pvp with no restrictions, warding can just as easily be used for evil. You ward some area of your base? Cool - another player just comes and places warded blocks around your area. Now you can't access it.
Another issue is that it is very common in my experience for multiple players to work on a build together. If I ward an area how do I ensure that my friends have access? (The TC3/4 key system was too cumbersome to use practically)
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What?
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Well the thing does cost more than $14K if filled with the full complement of memory.
But, my guess is that shortybsd is an IT guy as a company that has a large enough IT infrastructure that they have some of these things not allocated to official tasks. Perhaps its a staging server, its always wise to have some development / deployment testing machines that match production specs around to avoid surprises in the live environment.
1
Unless he is one of Bill Gates kids incognito, I doubt anyone has the resources to rent a 768GB "for fun" minecraft server.
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My guess was that shortybsd, as a consequence of his day job in IT, has access to a fully spec'd PowerEdge 730 that he can host some 'extra' tasks on.
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768GB of RAM? Really? That seems to be an inconcievably large quantity of memory. How many users are you planning on letting play on that thing? My server has 2GB of RAM by contrast, which will probably struggle to reach 10 players, but maybe not. Also, in order to use even a % of the installed RAM, Java needs to be told how much it is able to use. The default is usually far closer to 1GB. Even with a truely astounding memory leak it would take a lot longer to fill up that much memory.
As regards the other problem: Thaumcraft items not appearing properly are usually because the server is a non vanilla+forge server. Spigot/Cauldron/Bukkit etc. Or because Optifine is being used - As I understand it, Azanors particle effects all use custom OpenGL which tends to break Optifines assumptions. Or an incompatible version of Forge is being used.
So the place to start would be to see if the problem manifests in single player - which would indicate a server (bukkit etc) incompatibility. If it fails in SSP, then try a plain Forge + Thaumcraft install to see if its a Forge version issue. Then add Optifine, then the other mods, half at a time.
2
Vitium is the essence of taint, but must not be confused with taint itself. As an essence, it is pure and will contribute primal aspects to the aura in the normal way.
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Experiments with nodes in 1.8.9
* There doesn't seem to be a creative mode way to destroy nodes.
* All nodes seem to be single aspect now. If two nodes combine, if the nodes are the same type, the result will be a larger node of that type. If the nodes aspects can combine to a compound aspect, then the resulting node will be the compound aspect. If the nodes aspects do not form a compound aspect, the smaller node will be destroyed and contribute very little to the growth.
I presume that a node with a compound aspect is recharging the local vis with the primals that compose that compound, although being a single node the recharge rate per aspect would be half that from having two individual nodes for each aspect.
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Register a compatibility block using the old name, and when it detects itself, replaces itself in the world with the block with the correct id.
But seriously, I don't think anyone with any other mod has been able to port a 1.7.x world to 1.8.x anything close to cleanly, so if some blocks go missing thats not really a problem.
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I like the fact that each research note comes with its own pool of research points. However, I think we should keep(return to) the "Scan all the things" requirement. However - the scanned research points contribute to your aspect knowledge total, and the square root of that would be your point allocation for each page. If you scan 25 points of ignis, you have 5 points of Ignis for each subsequent research note. Once you have scanned 100, you have 10 points. This means that, initially, very large research notes will be largely unsolvable, or require especially cunning solutions.
I also think that research notes should be a bit more space constrained, with some high tier aspects in the middle area, so that optimal solutions arn't always go as fast as possible to primals, and then chain primals and tier 1 combinations across the board.
I also think that the Thaumanomicon should have an inventory in which completed researches are slotted, and the actual solution used should have ongoing influence on the crafting expense of a recipe, instability of infusion recipes, and vis cost. Each player would have to have a bound thaumanomicon, that had *their* personal research, but they could take pages out of it to give specific research to other players. (They would need to re-research that page themselves). Loosing this thaumanomicon would be a disaster.
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This is minecraft afterall. They spawn in pretty much like mobs from a mob spawner.
1
The clerics are attempting to complete their ritual. The Knights are protecting them while they do so.