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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Finally, after extensive research of the terror know as the Hungry Node, I have been able to finally jar one. The problem involved with jarring them is that they consume nearby matter at an alarming rate. Of course they cannot consume certain blocks such as obsidian, which makes them pseudo-tameable. The rate at which they consume blocks seemed to me as if it was effected by the size because the node got more powerful the longer I studied it. Due to this property, I was able to use the vast storage of the Golden Primal Scepter in an Compound Recharge Focus and then drain all aspects to 0 (except 1 Fames). The node recharged itself alarmingly fast, going from 0 to 8 terra the moment I turned around. Amazingly enough though, the fact that it was jarred with nearly no aspects doesn't matter all that much because the Node gains (+1)vis of one type per Item tossed in. By quickly changing the obsidian the node was surrounded with to glass with a foci, the node was able to be jarred (after 5 failed attempts due to me being slow.)

    Note: The node had 2 fames and 0 everything else when I started the exchange focus but regened to the value in the image during the time it took me to jar it.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Minipete»
    This thing took me weeks to make, but it was worth it. I think. ...Why can't Energized Nodes be used for Staves? For that matter, what use do Aqua and Aer have in an Energized Node?

    You can use an energized node to charge wands.


    What if azanor snuck the hungry node idea into the next update but doesn't tell anyone O_o
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from FatBobTheSlob»
    This good enough to energize and get some fast recharge rate? https://i.imgur.com/pAlOFki.jpg

    First off: Nice node

    secondly: Quality not Quantity. And yes, that node is good to energize, idk if the max is 5/5/5/5/5, but thats what your node should have.

    If thats not the max, then your aqua, terra, and ordo maybe aer should be higher
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    If the issue is truly the golem, then its possible to use mcedit to delete the entity where the golem was... just be extra careful because I once accidentally deleted all of my researches using it. Not sure how, but it happened.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Megaprr»

    Maybe Azanor could make it so that combining nodes to make larger and larger node has a chance of turning it hungry. Nodes are places where the veil between the vis realm and our realm is thin. It would make sense that if you stretch the fabric thin enough, it can tear and form a hole or hungry node. This would work great lore-wise too, because we never see massive nodes in the wild. You just don't see a node with 144 of each primal aspect. It just doesn't happen in nature. Maybe this is why.... If the node gets too big, it turns hungry.

    This is an awesome idea that would balance the creation of supernodes as well as making for an interesting method of experimentation.
    Quote from TennePG»
    ಠ_ಠ


    A Genius idea, the best method is just to simply mine to the roof of the nether(just below the bedrock) and make the whither there so that he will always be in range of a sword. Then just simply bash his skulls in.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from XelNigma»
    I dont mess with mana beans save for farming permutatio because depending on which other mods you do or dont have it can be really hard to get.
    Any way, I noticed if you use the wand foci of excavation you will always get herb beans.

    Not true, you are just mining herba bean pods... which seem to spawn more than terra for me. I use the wand of excavation for those hard to reach beans and I have no problems with it. Herba are going to be the rich green color.

    On a side note, I think warp is a little too nerfed. I have had maxed warp for a long time in my world and out of say 30 or so events, only one actually did anything to harm me (aside from hunger but if you have furious zombie spawners the hunger means nothing.) Granted, the event was 5 guardians, a simply shock foci from a tree was enough to take care of them.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from AJAJP_Juan»

    I think it was a 10x10x10 area around the matrix.
    BTW I discovered that roofed forest generates nodes with spiritus, and that Azanor is really sadistic making the best node be tainted one.
    Also I wanted to ask if Lamp of Growth speeds up the bean breeding system.

    Correction: The best node is hungry, just harnessing it is... problematic
    If you are asking if the Lamp of Growth makes them grow faster, then the answer is yes.
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from MentalMouse42»
    Ooh, Eldritch Revelation! And yep, there's the Sanity Checker. Looking at voidmetal, the question is, under what conditions is the vis-free repair (and presumably, extra protection/speed/damage) worth both the warp, and losing the benefits of elemental tools and worn devices? So far, I see:

    • Sword: It suggests that the sword may inflict a status effect or other bennie. It and the damage would have to be pretty darn impressive to beat the projectile protection, backoff, sweep attack, and limited flight of the SotZ
    • Axe: Maybe if you're chopping down a forest of giant trees, but you lose the flowing of wood, so giant trees go back to being a PITA anyway.
    • Shovel: Maybe -- With large excavations it's a tradeoff against multiple clicks and no drop pulling. The undigging has been made useless, so that's a wash.
    • Hoe: Are you freaking kidding me?

    The sword is definetly worth it even without any effects, though I'm 92% sure it causes weakness
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from IStoneI»
    we talked about a thaumcraft vault a while back. basically a multiblock structure that works like a giant central item storage, with things like a search bar, and crafting table in the interface. (the upgrade to get the search bar could be a sorting golem to assist you in finding what you need :D )

    i could see void interfaces on chests as remote access points, that are linked to the central storage. that would be really cool. they could be programmed to filter specific items that would be displayed only in the chest, and golems can interact with.
    for example if you want a golem to pick up your ores and throw them into an infernal furnace, you could set him on a chest with a void interface and program it to only filter your ores. so only the ores that are in your vault would be accessible in the chest.

    of course it should be reasonable expensive to build. but the vault could be expandable for more storage, the bigger you build the structure.

    item mirrors could be part of the recipe for void interfaces, as well as a golem sorting core. and chests that access the network would have to be powered by vis relais like any mirror.

    This would be a really cool addon to the mod and would make sense if it required cognito essentia to operate
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Vindicar»
    Was anyone able to launch this along with Biomes O'Plenty? I don't care about structures or biomes, but having ores and nodes would be nice.

    Sadly, the game crashes whenever I try to create BoP world with Thaumcraft installed. =\

    Can you post a crash log?
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Mitisko»
    I have new version 4.2.1.4 but i have crash. Pls look down.

    -snip-

    Ok please use the spoiler button to post a crash, also please use the crash log. I can't help you with this...
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from friedonions»
    Every time I try to plant a mana bean I will start to eat it instead. I am right clicking on a tree in a magical biome and it just won't plant. What do?

    Mana beans a. Grow on the bottom of logs and b. Only grow in "magical" biomes

    On a side note, I just wanted to point out the fact that, as every seems to be saying, I would love to be able to jar my node with little risk of it being consumed, at whatever cost it might entail
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    So I seem to have found an interesting method to isolating aspects in a node. Isolating an aspect is useful if you need say only mortuus in your node, but you only have sacrificial nodes containing multiple types. basically, if you drain an aspect completely from a node (0) then switch on a node stabilizer (advanced works better) and leave it, then the node wont regenerate that aspect and after a while, that aspect will fade from the node. Once the aspect has faded, simply switch the stabilizer off and resume normal activities
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Nikslg»
    How to clean Eerie biome?
    Just i placed some sinister nodes close to my biggest node (so sinister node will be absorbed) and now kinda tired of dark sky, how to fix it?

    An ethereal bloom reverts biomes to their original form. Or just change it to a magic forest with a pure node... Or if you want to have fun then you could... just maybe... turn it into a taint biome =3
    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from undefined »


    The idea is to reinforce the glass with nuggets of void metal, and using these blocks instead for the jarring process. But, instead of the old "One cost for everything, high damage chance" you have no damage chance, but the cost of the process is dependent on the node your trying to jar. Aspects influence base cost of the process(Lets say one vis per point of primal, and double cost on all components of a compound aspect) and the brightness and type of the node influence vis cost on multipliers.

    Once the node is encased in the void metal glass, you need to stay with the jarring process feeding in vis from a wand using a similar animation to draining a node. Once the process starts, you begin draining vis from your wand and a counter is shown. This will indicate just how much vis is needed for the process, and you may need more then one wand or staff to finish the jarring process based on the node. If you leave the process without vis too long, it will start losing vis until it resets.

    This method is meant to be a far more expensive, end game node jarring option. For a normal node you would want to use the old method, as this is for your "Great, 100+ aspect bright pure nodes" as it were, or that node you've been growing for over a week.

    This is a great idea and I would love to see it become a thing. The only issue is that reinforcing glass with void metal should be fairly expensive so that jarring a random node with it is a waste.
    Posted in: Minecraft Mods
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