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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Laskeri

    Skeleton and Zombie Skulls can be found in Thaumcraft villager houses.

    By the way, is anyone else having an issue where Mana Beans have no effect whatsoever? They don't give me a potion effect, and don't give me any research points. This is with Thaumcraft 4.0.4c, Thaumic Tinkerer 2b26, and Forge 939. I can post the rest of my mods if needed.


    Forge 916 is still the recommended build. For good reason. I know mystcraft 1.0.11 requires 938+ but Ive seen so many 'bug reports' resolved to using 'non recommended forge builds that its just not worth it.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Drow

    EDIT: Here is a direct quote from the Thaumonomicon about occult objects "Lastly you can place occult paraphernalia around the alter in symmetrical formations (things like candles, skulls, crystals, etc.) . These will have the effect of reducing instability.​"


    Great. But what is a symetrical formation? Are we dealing with radial? reflective? 2way? 4 way? Are the axes diagonals or cardinal? Or both?
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Drow

    If you use enough candles and skulls, you can almost completely eliminate the instability unless it is a dangerous recipe. I probably went a bit overboard with mine, but it looks awesome now


    How do you know that that has helped?

    As regards "occult" items - it is better for stability to use a single wither skull, or none (as a single one obviously can't be "symmetrically" placed).

    PS. Where are youall getting skulls anyway? The last mod(s) I knew of with Vorpal style enchants were RedPower2 (which was never upgraded even to 1.5.x) and CoFHCore added an implicit % for mob heads to drop. But Im excluding TE from my current world as (a) its too tech and (B) the 1.6.x port is still unstable and (c) I am not convinced (yet) its going to be maintained.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from JadenWong

    They can.
    Enchant them with Repair.


    Can't they be directly repaired on the anvil with a thaumium bar like most other TC items?
    Posted in: Minecraft Mods
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    posted a message on ExtrabiomesXL Universal 3.16.3 for MC 1.7.10
    Quote from MohawkyMagoo

    It is possible. The Growthcraft mod had rice that had to be planted on the surface of still water - so the code is out there somewhere.


    Natura has saplings that can be planted on the ceiling (of the nether).
    Growthcraft had a lily flower that could be planted on water - its rice needed to be planted on a special paddy-field block.
    But, vanilla has the lily leaf that can be placed on water.

    Of course, planting a sapling on the surface makes no sense. Biomes-o-plenty has seaweed that is a non solid block that can (must) be placed under water - something like that for a mangrove sapling would probably work.
    Posted in: Minecraft Mods
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    posted a message on Thaumic Tinkerer (Thaumcraft Addon) - Evolve Knowledge
    Quote from ozBillo

    I wanted to see how the Warded Chest looks in the game before I retexture it.
    But it isn't showing on the Thaumic Tinkerer creative tab.
    Can someone tell me why?


    Either I have research to do, or the warded chest isn't in the 1.6.x/TC4 version of TT
    Mores the pity - a bunch of nice toys from TC3 have gone missing. The ender mirror. The inventory saving rune. Warded Chest. Vorpal enchant.

    (ok, the Vorpal enchant is wishful thinking on my part).
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Arches

    So will/is it possible for custom, user defined nodes for creative players? For custom maps and such? Or is not possible at all to add? Because for certain areas on my server, we have nodes set up for new players. But to get something like, say a Pure Aer-only node, I have to scum the random aura node generator to get what I want.


    On the assumption that nodes store their properties in readable tile entity data in the nbt, then:

    Download an familiarize yourself with NBT Explorer

    Start the server. Use creative mode to place a node, any node, where you want it. stop the server.

    Open the relevant region file (*1) in NBT Explorer. Navigate to the node that represents the chunk you spawned the node in. That node will have a tile entity list subnode. Probably more than one tile entity entry will be here - for mob spawners and the like. Find the entry representing the node. Edit it.
    Save.
    Restart the server and check how successful you were.

    *1 - .minecraft\saves\<game>\region holds *.mca files that each hold a 32x32 chunk area (i.e. 512x512 block) of the world. So, divide your x & z co-ordinates to figure out which .mca file contains the chunk, divide the remainders by 16 to figure out which chunk in the file.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    I remember playing Riven. As I explored the world I kept encountering strange symbols.
    I eventually found a school with some devices in it. One device was (after a bit of tinkering) clearly trying to teach the user how to count, and what the symbol for each number was.
    Suddenly, all the symbols I had previously wondered at, made sense.
    That, for me, was the pinnacle of what a 'puzzle game' should be.
    As much as I got a sense of satisfaction from working my way through the Thaumcraft puzzle game, moving the runes around is not 'hard' in the sense of, even a simple puzzle game like bejeweled. Its not like an interlocking puzzle that needs to be solved in 5 moves. You basically click on likely aspects until the correct ones are found. These are fed from exploring the world so I like that. Then the runes are moved around. This is a bit of memory game, in that you have to remember which runes were lit. But not so much really. And a bit of a resource game. In that you need a good supply of ink sacks :- which is easy to arrange if you co-locate with a large body of water, but harder if you don't. The board however is roomy, and the runes are all "1" in size, so there are no complicated maneuverings required to make a clear path. The whole doodle-god thing with combining aspects was promising. But in practice... this is only used to combine the (usually vast) collection of basic aspect RPs into complex aspect RPs if they do run out. Outside of Victus, my most recent game I didn't combine anything.

    So, all things considered, there is a lot of scope - me thinks - to actually make a more puzzling puzzle game here. But - don't take it away in favor of nothing. This one, for all that its not very puzzling, is good enough for now. But feel free to rework it to incorporate more puzzling elements. Not less - Except in the "Riven" sense - the puzzle can be something thats learn't, and hence easy to solve the 2nd time. And perhaps people could cheat via a wiki, but if they want to ruin their own voyage of discovery, but somehow don't want to use the cheat thaumanomicon, well I can't be fussed about them.
    Posted in: Minecraft Mods
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    posted a message on Gravestone mod
    I am trying to chase down a ticking tile entity crash that I suspect might be related to the 1.6.4 build of Gravestone mod. I removed gravestone from the modpack, got a bunch of warnings on entry to the world but STILL get forge warning repeatedly of tile entity GCGraveStoneSomethingOrOther that is has to ignore.

    Is there any command / mod that can cause forge/whatever to prune orphaned tile entities that are linked to blocks - deleted because of missing block ids - from the game?

    I know forge can delete tile entities that cause exceptions automatically, but tile entities from delete mobs that dont crash, but still stumble on, cannot be purged easilly?
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from XanderGryphon

    I really disapprove of the idea of making items craftable without researching them. At that point, you had might as well remove the research altogether as all it would take to craft things is a simple Google search to find the recipe.

    Personally, as I've said before, I love the research mini-game. I find it really fun, and still find it fun after having done it over twenty times.


    So, you personally, would continue to use the research system as the principal means of gaining access to items.
    I, personally, would probably on subsequent games, just make the items I needed to unlock node-in-a-jar or arcane bore or whatever I needed without bothering to juggle points around. But for other items I would do the research. what the hell.

    Other people might "spoil" the whole thing and look stuff up on a wiki. They can do that right now to find out which aspects are required for specific research. They can, right now, find the optimal order to scan things, especially to ensure they make the most of the first time discovery bonus - by scanning a block of redstone rather than redstone dust to discover machina/potentia. You and I could do the same thing. But we don't.

    Different people have different ideas of fun. And that doesn't make the cheaters 'wrong' and I don't see the point of locking impatient people out of thaumcraft out of a sense of self righteous indignation of how COULD they dare to use <some arcane item> without going through the grind I went through (And enjoy to boot).

    Now, on a server, there is a strong argument that the playing field should be level. If the research mechanism is there to balance progress to end game items and/or to give players a level of prestige for achieving a "high level" in a particular mod in a competitive way then sure. Make the research system even harder.

    But. Pragmatically. In a "for fun" environment. Allowing items to be directly made by players who know how to make them. But researched by players who want the full research experience. Will allow some determined players to use out-of-game means to skip research. But that will effect them only, but make the game a lot less grindy on repeat attempts for the rest of us.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Drow

    Essentia feels fairly useless at the moment apart from the few boosts (Arcane bore, Magic Mirror, Infernal Furnace) and Infusion crafting. There really should be more things that use it as fuel as it just piles up endlessly otherwise. Maybe Herba could be used to boost crop growth, Sano and Bestia to boost animal breeding, and Saxum to make temporary platforms.


    What to do with essentia when crafting is done? There are not a lot of consumable items in Thaumcraft. Other than potentia to charge a harness, and the lux and perdito to assist an arcane bore (The infernal furnace can be boosted with something too, but what with golems and hungry chests (and brains-in-jars) to automate it, the speed of my infernal furnace has never been an issue) there is little to no reason for an accomplished thumaturge to keep on breaking things down.

    As it is, i've built up multiple jars of various essentia that I havn't used in crafting - I could break them down - but again - to what end?

    Arcane devices that could use essentia as a consumable:
    1. terraformers: Essentia could make the surrounding area hotter, colder, wetter, dryer. maybe even magical.
    2. a device for infusing essentia into food items to add a potion effect / short term buff of some kind. Motus or iter when infused would give food grant a movement speed increase. Ignis could grant fire resistance.
    3. Infused oils could be applied to weapons and gear to grant short term enchantment effects. ignis on a weapon gives fire damage. on armor could buff fire resistance.

    Quote from mihosh

    Nodes should retroactively recharge for the time, when they were unloaded.


    +1
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    The more I think about it, the more I like the idea of simply being allowed to directly craft any item in the thaumanomicon that is unlocked as an available research.
    Correctly building the item unlocks the research as if researched and dependent items are then available for research (or direct building).

    How to handle research that has more than one item (Alchemy for example?) One of the items (the most expensive) is chosen as the key item to unlock the branch (making a warded jar is not good enough to unlock distilling - an arcane furnace must be built).

    How to handle theoretical research (node preserving) with no item? This would require normal research.

    This gives first time players the full experience, but allows repeat thaumcrafters to boost their progress to the items they want (And know how to make).
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    I have three thoughts about the current minigame:

    1. Its too hard for beginners. I was one of them. Burnt my RPs on useless combination 'searching' before I figured out the other half. Fix: Dont give so many free RPs up front. But give more of them upon first discovery: and make the first discovery bonus fixed. Like +10 points or something.

    2. It is bloody brilliant for first time research. Now that I'm past step 1, I love it. I didn't need to use a cheat sheet to look anything up. Annoyances were figuring out that the starting node was special (If I get a research note that has it in the middle of the pattern I still need to stop and remind myself it only goes one way). Also, I suspect that players, depending on their competencies & location might have a variable access to ink sacks.

    3. I also do see that, as much fun as I had with it the first time. 2nd and 3rd times through might get tiresome. And what with the variety of servers to join, patches forcing resets, and just the desire to start from a clean slate quite often, an experience that quickly becomes grindy when repeated is not ideal. I have no idea how to fix that that won't break the minigame which I did (am still) enjoying.

    Assuming the minigame is kept then perhaps:
    1. "Buy your research" is added that simply consumes a fixed number of research points. More than you might use doing the research normally. Deductions would be from both the normal and red herring aspects. I am assuming here that this is less grindy as "expert" players are better/more efficient at gathering resource points.
    2. Perhaps allow players the option to shortcut research by directly spending xp.
    3. If we go on the assumption that people playing with the thaumanomicon want the athentic research experience, and people who already *know* the recipes (or look them up in a wiki) are going for 'accellerated' progression - perhaps change the crafting system so that all crafts work, whether or not discovered. Correctly craft an item (to prove your prior knowledge) to unlock it in the thaumanomicon. This is, after all the actual essence of what the research system is trying to capture? A Thaumaturgist working late nights in his lab trying, and eventually succeeding, to craft something?
    Posted in: Minecraft Mods
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    posted a message on Revamp - Rivvest's Enhanced Villagers and Mob Performance | v1.3.1 - Bug fixes
    Quote from ebeneezersquid

    Thread, RISE FROM YOUR GRAVE!!!

    On a more serious note, you OK Rivvest?

    A 1.6.4 update would be awesome if you are.


    What makes you think it doesn't work on 1.6.4?
    Posted in: Minecraft Mods
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    posted a message on Realistic Terrain Generator
    Quote from Talco123

    I am looking for a way to make Minecraft generate realistic terrain, but i can't find anything that would work for 1.6.2, 1.6.4, or 1.7.2. can you guys help me?


    I think you are looking for Alternate Terrain Generation
    Posted in: Requests / Ideas For Mods
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