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    posted a message on Blightfall [HQM Adventure map] v2.0.3a
    Quote from Vintermann»

    Digging down and looking for a tainted node was the first thing I did. I found one far away, it was a bright one, so I happily broke it and thought I had fixed it - "wow, those bright tainted nodes must have huge range" Nope. It spread right back in. The only nearby node is a pure one in a silverwood tree. Three times I thought I had figured out where it spread from, and cleared the area with the purity focus (which is really effective against tainted soil) and flowers. Last time I cleared a huge perimeter around it too. Nope, it still comes back.


    I think you are wrong about the biome itself causing fibrous taint to show up. I cleared the land around beta dome and set up a fence on the surface, to keep the fibers from creeping in again. Now there's a ton of caves under beta dome, so the taint crept in there, and now the land protected by the fence is completely purple - but still no taint fibers. It's been that way for a long time too.


    It's the silverwood which effectively protects the domes. Glass would protect it, but fibrous taint can spread diagonally, and the domes aren't thick enough to stop that.


    It occurs to me maybe someone else has the same problem. It's in the Silverwood forest, at the right hand side of the entrance to the cave (the one that goes into the mountain towards the silverwood, not the one that goes straight down by the waterfall). I've cleared virtually the entire magic forest part of that valley, and walled it off (just had my first natural spawns there, two spiders. Yay! Followed by lighting up everything with Sigil of the blood lamp...)


    I did some testing by removing the glass and it looks like you're right about the domes not requiring glass to be safe. I thought it was the pure node that blocked/cleaned taint, and did so by changing the biome to magical forest, but it seems there is some odd circular radius that the silverwood clears taint in, like a bloom but slower. Fibrous taint will definitely show up unannounced, however. I've seen attempts to clear it via tnt, and it just comes back. I've also seen it show up at dead ends of exploratory tunnels. I'm thinking that it only spontaneously grows if there's no fibrous taint in that column of blocks already, or maybe it checks within a certain spherical radius.

    Posted in: Mod Packs
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    posted a message on Blightfall [HQM Adventure map] v2.0.3a
    Quote from Vintermann»

    I have been playing this pack for a while, and it's a great pack, but I have one little suggestion...


    You add new ways of fighting taint. That's cool. You get better and better at fighting back against the biomass. However, there is one rather big obstacle, and that is finding taint. Often it's a laborious process of taking away your flower, seeing where the purple creeps back in, and digging, digging, digging in order to find it and block it off.


    The taint spreading mechanics are a mystery to me. I know tainted nodes make fibrous taint, of course, but the range confuses me. Sometimes fibrous taint spawns in places I just can't understand why. There's no tainted node even remotely nearby. I even flew up to the Natura clouds to see if there was a node up there. Nope. It just keeps spreading back.


    So on my wishlist is:



    * a tool that sees taint through walls, like the pickaxe of the core sees ores.

    * a tool that creates particles on the places where taint can currently spread to, moving towards the node/taint patch it would be spreading from, or vice versa.

    * an item that gets used up, which reduces taint's random tick speed. So you can activate it, go through the teleporter and chop down slightly more of the forest before it becomes a deadly hell of crusted taint.


    Generally, if there's a spot where taint keeps showing up despite clearing the area and everywhere near it, there's a tainted node deep underground, deep enough so you can't see it from the surface. Dig down and you'll find it where you're having problems, I expect. It's also possible you didn't leave the blooms or whatever in that location long enough for all the tainted soil underground to revert. Tainted soil will change the biome just like fibrous taint, so areas which have been tainted for long periods of time need extended treatment.


    Otherwise, taint works like this: The biome itself will cause fibrous taint to show up if there's none present. I've found that it is less likely to spontaneously grow underground, so maybe it prefers to spawn at the surface or on grass blocks. Once fibrous taint is present, it will spread to nearby non-transparent block faces. Fibrous taint will then change the biome to tainted land. This is how the biome spreads, and is also why the domes are safe- the fibrous taint can't grow past the glass.

    Posted in: Mod Packs
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    posted a message on Blightfall [HQM Adventure map] v2.0.3a
    Quote from fnf_404»
    I believe you technically grow "pure quartz". It's an Applied Energistics thing that takes forever. You make quartz seeds, and throw them in water, then wait approximately until the end of eternity (can be sped up with the use of crystal catalysts (or something like that)). I don't typically find myself using nether quartz for much, and I normally have a decent supply on hand anyway (I think I'm getting it via laser). Every recipe I have used "pure quartz" in, where it had asked for nether quartz, has so far worked, though the number of things I have tried it in is quite limited.

    Pure quartz cannot be used to make more pure quartz, so by growing it, you're simply doubling your supply. The crystal growth accelerators speed things up considerably, yes. With 5 surrounding the water, it takes like 5 minutes for the crystals to grow. Without any accelerators it takes hours and hours.

    Posted in: Mod Packs
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    posted a message on Blightfall [HQM Adventure map] v2.0.3a
    Quote from fnf_404»

    I believe it was said that it is "literally only in the desert", though I believe you can technically grow it (but it takes a ridiculous amount of time)


    ...how do you grow nether quartz?

    Quote from 348Joey»

    Yes! Thank you! Unfortunately, it seems my suspicions were correct; there was no ore there. Thanks for helping me confirm this though.


    Oh. I remember one of the updates screwed up the ore IDs or something which meant if you updated it removed some of your ore. I don't remember if any specific ores were mentioned in the update warning but it sounds like it was just infused ore...

    Posted in: Mod Packs
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    posted a message on Blightfall [HQM Adventure map] v2.0.3a
    Quote from 348Joey»

    Okay, same issue then. I haven't found any infused ores so I don't know if they even generated. Could someone give me the coords of one to see if they even exist?


    The book tells you. As you unlock exploration quests, it describes what ore spawns there. I had trouble finding infused ore in the vanilla forest, but was able to get some elsewhere. I forget exactly where. Try searching the thread to find out where they spawn.

    Posted in: Mod Packs
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Demogarose»

    a hungry node over an ocean would probably accumulate TONS of Aqua over time, sucking up so much water that gets replaced immediately


    Last I checked, hungry nodes do not accumulate aspects based on blocks eaten. It's actually random what aspect it gets.

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from JimBobJamIAm»

    Well... I will never go near that chunk again. Thanks for the info. I just thought the game was glitching out very badly.


    Perhaps when you're more adventurous (and have a thaumostatic harness with girdle) you could investigate how it works. There are a couple of potential uses for hungry nodes. Though, I would recommend investigating one you find over land, rather than an ocean hungry node. That's a more interesting situation.

    Posted in: Minecraft Mods
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]

    The changelog in the OP only seems to include the latest version's notes. Where are the other version notes?

    Posted in: Minecraft Mods
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    posted a message on Blightfall [HQM Adventure map] v2.0.3a
    Quote from krebsmotin»

    My first death was when I shot a Taint Spore and tried to fight the spiders that came out. When I was on low health, I bravely tried to run, but died. I died three times trying to get my stuff back. A more interesting death would be when I noticed my animals were getting tainted. I killed the tainted animal, but shortly after died of taint poisoning, and had to fight my tainted self.


    My name could either be krebsmotin or Archiro, but I would prefer krebsmotin (kreb for short). I think it would be great to see myself used in a lore story somewhere!


    Also, when I was playing Blightfall, after mining for a bit I came back up and my Biodome was filled with chickens and sheep. Is this intended?

    I can also craft the CustomNPCs wand.


    Your tainted self? Is there a questbook entry for that like the other tainted creatures?

    Posted in: Mod Packs
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    posted a message on Blightfall [HQM Adventure map] v2.0.3a

    You can just make promethium tools instead of copper or making a smeltery for iron tools. Also you SHOULD be able to make a copper pick via a crafting table.

    Posted in: Mod Packs
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    posted a message on Blightfall [HQM Adventure map] v2.0.3a

    An easier method would be to make a path out of slabs. Fibrous taint won't spread onto a transparent side of a block.

    Posted in: Mod Packs
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    posted a message on Blightfall [HQM Adventure map] v2.0.3a

    Blight swarms inflict Weakness on you, have a lot of hp, and it's hard to tell where their hitbox is. It's not that broadswords are ineffective, they're just very dangerous. Until you have a decent weapon you should probably just run away from them, and steer clear of any taint swarm spawners you see. Witches are just terrifying in general.


    Keep an eye on your radar!

    Posted in: Mod Packs
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    posted a message on Blightfall [HQM Adventure map] v2.0.3a

    When leaving the safety of your dome, you should not be dying that fast. If you have enough food to heal your natural regen should mostly keep up with the taint damage, and if you're half-decent at combat you can kill tainted sheep without taking more than a couple of hits per group of sheep. I wouldn't be surprised if you got killed by a taintacle though. You really should be wearing some sort of armor. Dig under your dome, do some branch mining and get some prometheum or iron(after upgrading your pick) for a suit of armor. Just don't let the taint in...

    Posted in: Mod Packs
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    posted a message on Blightfall [HQM Adventure map] v2.0.3a

    Furious zombies spawn out of sinister nodes, which create an area of dark, non-tainted land around them so they should be easy to spot.

    Posted in: Mod Packs
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    posted a message on Blightfall [HQM Adventure map] v2.0.3a

    That looks like... flux gas is flowing upwards into a thaumcraft mirror and it's crashing because it tries to turn that mirror into a node? Or maybe the mirror is trying to check where it should put the gas, and the linked block is actually a node?


    Where in the map is your base? It would have to be within loading distance of wherever you are.


    Also you said it crashes twice. What's the first crash log?

    Posted in: Mod Packs
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