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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I play minecraft on hard. But thaumcraft.cfg contains a research mode setting that can be set to -1, 0 or 1.
"-1" is the supposed "easy mode" research.
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First, I am playing on "easy" mode. It was added by Azanor to answer his own frustration at having to play the mini game multiple times. So I think it is completely fair to comment on its balance relative to that.
Next, Scanning everything you craft really doesn't seem to cut it. Crafted items ironically are great sources of the more complex aspects, but you quickly find that aspects as simple as Ordo are in VERY short supply.
There are a bunch of reasons that scanning nodes to make up research point shortfalls is less than ideal as well:
Low default RP caps means that I'll waste potential ignis / aer RPs if I am forced by a lack of ordo to go exploring. Alternatively running past nodes one doesn't need RPs for now means managing loads of waypoints and necessitates the repeated re-exploreation of areas. Also, exploring too far increases the size of the savegame, and slows things down - lots of servers have policies against that.
So, the research points available from scanning items is actually rather limited in comparison to the total research requirements. Scanning nodes is a nice supplementary research point source, but is inappropriate when your research is blocked by a focused requirement such as (I need 8 ordo RP now). Which leaves the deconstruction table.
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I am pretty sure I am suggesting something that has been suggested before, BUT,
A neat way to make research more fun, and less prone to being an incentive to automate, would be to make it possible to dissassemble enchanted books into research fragments, that could then be consumed for research points.
While admitting there are mods (and vanilla builds) that make the bulk generation of XP possible:
1. Thaumcraft adds its own enchanting mechanic, which makes books rather redundant.
2. Obtaining enchanted books encourages exploration. Either to find them in strongholds, OR to collect the XP required to make them.
3. The deconstruction table is a very painful way to use clicks to turn crafting tables into research points. This mechanisim is distressingly uninteresting. Rather than growing wood and rate limiting research based on the players ability to deal with RSI, use XP as the principal rate limiter for research (once scannable things are exhausted - and scanning seems to run out quickly nowadays).
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I have a rather small number of mods that mostly do not effect monster spawning.
Ender IO, Thaumcraft and GoG being the only ones that (I believe) effect spawning on the overworld (of course, TF has its own mobs).
Perhaps the density of GoG mobs in Twilight Forest is related to the current biome?
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GoG mobs are appearing in the Twilight Forest on the surface. This makes the Twilight Forest ... quite different. Is there some way to blacklist TF dimensions from spawning things like those creeper blobs?
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You know - I just want to register my dissatisfaction with what modpacks do to thaumcrafts aspect assignments.
In the Direwolf20 1.0.4 pack - presumably quite popular, Oak logs have no aspect, neither does sand, or any block made from sand (Sandstone). Also blocks made with 2x2 or 3x3 combinations (redstone, ingot blocks, lapis etc) also present with "nothing to discover". Many many other blocks and items have close approximations to, but aspect combinations that are still different to, the aspects I know and expect from my own mod pack which being quite lite, doesn't seem to mess with the vanilla assignments at all.
Perhaps Vanilla items need to be scanned (by @Azanor) and a hard coded list added for those.
--
I must admit too. In the DW20 pack I started from scratch again for the first time in a long time, and was faced with starting Thaumcraft research. On "easy" mode research, Ordo seems extremely rare, even the 6 required to get to the deconstruction table seemed quite a reach. It seems quite easy for novice players to essentially use up all the available Ordo RPs without realizing the importance of the deconstruction table, and essentially lock themselves out of progression entirely.
Also, facing a furure of, essentially, unlocking every item via easy mode research using the deconstruction table fills me with horror. this really is, as people have been saying, a very poor game mechanic, in which wood (anvils) are traded for research points, with clicks. So. So. Extremely boring.
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install NEI and use f7 instead?
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It seems doubly ironic given how much pre-preparation he normally goes to with any other mod. e.g. I've been following his season 7 lets play and my biggest difficulty is convincing myself to build some of the things he builds even though there is clearly no need: He automated a charcoal block feeder to help his botania flowers produce more mana. My mana pool, at that point, from some basic day flowers, was actually full and in no risk of being emptied from the crafting so far presented in the series.
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Have you tried opis to see what could be causing the lag?
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The problem is quite the inverse. If you look at all the high tier aspects, ignis is sorely underrepresented.
This is, in part I think, as both Ignis and Perdito encompass the idea of entropy, and Azanor has favoured perdito as the entropy symbol.
The ignis in Spiritus and Gelum is an effort to hack in more ignis, to make research points (and item decomposition) more balanced.
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The minecraft combat mechanic is somewhat simple.
The thaumcraft bosses Ive fought so far have been disappointing as they do seem to hard to beat in a straight up "fair" fight.
Ive only beaten them by building a protective structure outside the room (Far enough to be outside the 'no build' zone) and then attract them over to slash at their feet.
ps. dying in the boss room does make getting your stuff back rather challenging.
pps. I really would like a core Thaumcraft feature that preserves inventory items on death somehow. I do think that keepInventoryOnDeath is just too damned easy. And gravestone mods seem, likewise, to be quite cheesy. But loosing my items because I couldn't make the 5 minute limit, or I fell off the world / near lava is just game-delete disheartening.
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I fully support the idea that the dissassemble feature of the wand should only work while sneaking.
Also, it would be nice if essentia tubes were a lot tougher when hit with axes but broke instantly when crouch-right clicked with (say) a wand (or essentia fork?) Its very hard to do precision work with pipes as even a quick click with an axe can undo quite a lot of essentia piping.
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wot mate?
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We will never know...
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Is there any chance that those structures are compatible with AtomicStrykers Ruins mod? That is my defacto "decorate my world" mod.