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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Some people seem to be having issues with golems falling into crucibles. Please keep in mind that golems can fill crucibles THROUGH BLOCKS and don't have to be touching the crucible. I use this property in the Corruption Engine, where the golems fill the crucibles through a solid block and an air block (two blocks between them and crucible) and it works just fine.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Naviete»
    It took several tries, but I finally beat the thing.

    I had to use the rather cheap tactic of building a wall and taking shots at it from a hole in the wall though.


    Ok, the problem is you were asking for tips with beating the boss, but you didn't tell us if it was the Preater, Golem, or Guardian. Any of those bosses with a "spined" in their names has a thorns-type enchantment on them and are by far the hardest of any bosses to defeat.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Naviete»
    Any tips for beating the boss in the Outer Lands? I keep getting pummeled by it.

    A few,
    1. Do not stand directly in front of an Eldritch Guardian, you will get HURT
    2. When you spot an Eldritch Guardian in the direction you are travelling, get to it FAST as they a weaker at close ranged combat (refer to #1)
    3. Take left turns (or right turns, pick one) in order to remember where you are in the maze (Wall Follower Method) as the mazes are generally "perfect" mazes, meaning no loops (walls disconnected from the rest of the maze) though I did find one instance where one of the walls were separated and would cause you to travel in an infinite circle.
    4. ALWAYS mine crusted openings
    5. DO NOT let a crab latch onto your head, they deal constant damage and are a pain. If one gets on your head, look up and kill asap.
    6. Crab nests can be saved for later (use a scatter ice focus with alchemists frost).
    7. Have extra vis in order to recharge your wards and have enchanted armor (I use void thaumaturge robes with protection IV).
    8. Do not be afraid to retreat from large groups of foes and return home as needed.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Minipete»

    Taiga also usually has Ordo. Sinisters can have Exanimis, Mortuus, or Tenebrae.

    The Eldritch biome actually spawns more compounds than magical forests... Too bad it doesn't generate with nodes. If only there were a wand foci that had a chance of spawning nodes...
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Arkoonius»
    Can anyone provide me with some tips/insight on an issue I have? For awhile now, I've been annoyed trying to use the automated alchemy station for a long time now, using it to craft golems, nitor, and the such. I'm wanting to make a full set of void robes now, and such need to obtain a good number of void seeds. This process is slow as I have no idea how to speed things up aside from putting down and picking up individual jars of essentia to fill up the station. Is there a better way to do this?

    You can connect many pipes to the automated furnace, try having three separate pipes, one for each jar. The pipes are not touching each other and link only to the one jar. This will speed up your alchemy
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Blazingmind»
    I don't understand the new Advanced Alchemical Furnace at all, can someone explain it to me? I threw 8 cobble into it, and waited a few minutes but it doesn't seem to do anything, even when I supplied it with its very own node.

    It needs an energized node. For some strange reason though, it cannot draw straight from the node, so try placing a vis relay next to it.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from IStoneI»

    im not shure if nodes get infected off regular taint. but they definitely get infected from other tainted nodes.

    but if it works, then you could make a couple flasks of bottled taint and spread it around a node. you could keep the taint from spreading through the landscape by using ethereal blooms.

    its also how you can make a viteus farm. you make a chicken farm, and throw them into a room full of taint, then collect the drops.


    In terms of a taint farm, it is faster to make the Corruption Engine as (i forget who sorry) posted before. Also, it is possible to "spawn" tainted spore spawners and those tainted spider spawner plants.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Someone, a couple pages back, posted that it was possible to create a tainted node (I'm assuming he didn't mean with the primal focus). Could someone explain this process to me? I really love the taint mechanics and enjoy playing around with the tainted nodes and seeing what I can create.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Omnissia»

    Vanilla thaumcraft, it now has that "foci upgrading block", requires centi-vis from node and exp.levels

    Oh. Sorry I misunderstood your post. I have thought that myself before, but enchanting uses the same process of levels. This makes it so that you don't just stack yourself with as much experience as you can find at once. Try using brains in jars next to a mob trap so that you can get some xp when you need it and don't waste xp.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Vindicar»
    If we're talking about the Focii, another good idea would be to make the charging focus (crafted via infusion from lightning focus maybe?)

    While active, it turns the player into a mobile vis relay, converting vis in their wand into CV, with better wands providing CV faster and with less amount lost. If targeting a player, it should recharge their amulet of vis storage (if applicable), and if targeting a machine (crystallizer, arcane bore, infernal furnace) it should provide it with a usual CV power bonus.

    One thing to think about would be elemental wands... I guess the focus could stop draining that particular aspect once the wand hits regeneration threshold? Though I doubt it'd be that much of a problem - generating vis that way would be quite bothersome.

    ...on a side note, is there an official suggestion thread?

    In terms of elemental wands... do you mean like the bone wand core? or the firey wand core?

    Quote from Omnissia»
    I think it would be nice to make foci upgrading consume experience, not levels, for obvious reasons. 32 levels at level 32 and at level 100 have a huge difference in cost

    You mean the wand focus from Thaumic Tinkerer's Kami?
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Blazingmind»
    I'm farming the Eldritch Eyes from one of those Obelisks that spawn them, do they drop from them? I have looting 3 and the only thing I've gotten are some Wispy essence. Do they need to be the ones that attack randomly?

    Keep slaughtering those foes, sometimes I've killed 30 without getting a single eye, but get like 3 in a row other times!

    [quote=Omnissia;/members/Omnissia;/forums/mapping-and-modding/minecraft-mods/1292130-thaumcraft-4-2-2-1-updated-2014-12-23?comment=21906] So what's that primal pearl node modification? Spent like a dozen of them in creative, only explosions and couple of primals gained - what is the positive result, actually?


    So, if you read the changelog about hungry nodes, you would notice that you can no longer add aspects (from 0 terra to 1 terra) to Hungry Nodes. This is remedied by the pearl, as it adds all primal aspects. Not only this, but it seems like the pearl has a chance of making the Node into a Bright Node, or at least it seems that way to me.


    [quote=meldrum2014;/members/meldrum2014;/forums/mapping-and-modding/minecraft-mods/1292130-thaumcraft-4-2-2-1-updated-2014-12-23?comment=21918] hey azanor im playing skyfactory and i was trying to make a greatwood sapling, on my first attempt something went wrong and the infusion stopped, so i just decided to restart the infusion, i collected all the resources and essence but when i start the infusion it zaps lightning and looks as if its waiting for something but nothing gets absorbed and nothing happens. was just wondering if you could help me out



    So I have no idea if it has anything to do with the mod you are using, but it sounds like you preformed the infusion with exactly the amount of essentia you needed, which often times causes the infusion to require 1 essentia more than you have (due to instability). Try the infusion with double the essentia required nearby, and with extras of all the infusion components in your hotbar.




    Edit: Ok so the multiquotes seem to hate me...
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Naviete»

    The only people I could see getting any use out of such a thing are trolls and griefers.

    The only way to troll with this would be to make a hungry node, jar it, then take it to a friend's house on a server. The item could be simply turned off if that was a huge threat to you. Aside from that, tainted and hungry nodes can already be found in the world so I'm not really sure how you would troll with it...
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    A cool mechanic for node manipulation would be a Node destabilizer. The Node Destabilizer would be a Taboo object where, if the thaumaturge place a Node Stabilizer in the Infusion Altar with nothing on the pedestals (or maybe jarred nodes?) and started the infusion crafting, the altar would take 64 fames essentia and make the Node Destabilizer(Why would you want such a thing?).

    The Node Destabilizer would do the opposite of a Node Stabilizer and would turn Normal to Pale and Pale to Fading. But, Using the Node Destabilizer on an unstable node would cause a hungry node to form. Of course, Unstable Nodes aren't easy to find and could be created (through chance) by turning an Energized Node into a regular node.

    Another use could be turning Sinister Nodes into Tainted Nodes though the piping of 64 Vitium essentia.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Auric245524»

    Hmmmm... That sounds like an interesting project to try out. I'm gonna give it a shot in my creative world. (If I don't post anything about this project within the next few days then it'd be safe to assume I gave up.)

    I have a screenshot of a basic system. The idea is to gather all the essentia into one buffer but only turn on one type at a time. Clearing the essentia (because leftovers in the pipes are annoying) can be left to a singular golem that targets all the jars and will fill according to their types.

    In the one in the screenshot I didn't leave enough room and accidentally could only put two bellows on the buffer. Three on it is better because then you can place labels on the jars and the system will never screw up unless golem pathing gets messy. (I tested this one and it works fine. Only problem is dat redstone)
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    I was wondering if anyone has made an essentia "request system" where you put a jar down, press a button, and the jar fills with whatever essentia type you want. I came up with two possible designs, both of which are extremely expensive (excluding redstone cost) and can be connected to -- I think it's his -- Auric's essentia sorter. (not the one Azanor showed the design for).

    I was hoping someone else new an idea which would be cheaper than 49 alchemy golems and fetishes.

    or

    48 control pipes (the one you right click to turn off), 29 essentia buffers, 77 bellows, and X amount of pipes depending on distance.



    Both designs work fine, but are extremely expensive...
    Posted in: Minecraft Mods
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