• 1

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

    how much of a strain does the arcane bore put on the aura? is it as crazy as the infernal furnace, or can i keep the thing running for a while?



    the bore is relatively cheap to run on perditio essentia - i used somewhere between 1/2 - 1 tank to clear out it's full range. i haven't tried running it on aura, which limits the flux production i think. i have a bunch of pure nodes around my base so i guess i can't say for sure that it's absolutely safe but like i said i ran it through a full tunnel job without incident.


    edit: also wanted to respond to kingofrunes - i always preach the gospel of silverwood spam. they are very cheap and in my experience you have a ~15% chance of getting a pure node which will eat a decent amount of flux. i have not had to replace any of my pure nodes although i am much more tender on the aura use/flux production than i was in TC4

    Posted in: Minecraft Mods
  • 2

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


    Yep, he is on forgecraft, a server that is pretty much hosted for mod testing and mod showcasing for mod developers, pack developers, texture artists and so on... and also for them to have fun/stream/record LP on bleeding edge mods and platforms. The hook, if it's there, it's legit. it's been like that since... i have no idea but a long time. Since i've been in modding, and probably a long time before that.

    (Info regarding Forgecraft servers might not be 100% accurate :D)


    edit: It's on-invite only


    so if im hearing you right we might see the new golems on here (assuming they are in this experimental build)

    [pistons of hype train begin to turn, slowly]
    Posted in: Minecraft Mods
  • 4

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

    so i've had some more time with TC5.0.3. I'm honestly not seeing the huge taint/flux nightmare at all. Granted I did grow about 7-8 pure nodes before starting into large scale production, and I don't just run the furnace willy-nilly anymore, but i messed up the balanced shard recipe and threw out a ton of flux. i heard a bunch of explosions and knew i was in deep trouble. a quick check of my thaumometer showed the flux receding fairly quickly so I figured I got lucky.


    went out maybe 10 minutes later and saw scattered fibrous taint on my hillside. there were only two pustules and 2-3 hardened taint blocks. i spent 5 minutes cleaning it up and haven't had a problem since. now my nodes saved me here but i want to say that this is a *much* better implementation of flux than TC4, when it was this weird, annoying thing that you had to place torches or dirt to get rid of. now it feels like a serious enough problem to make it worth balancing your cauldron work. in TC4 i did that as a fun minigame, not for any gameplay reason. now it's a matter of environmental protection

    Posted in: Minecraft Mods
  • 1

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

    You know what is the downside of farming tainted trees? Those tainted trees come with swollen taint, which most of the time spawns a tainted crawler when it is broken. And tainted crawlers do spread fibrious taint even with the above discussion. And lets not forget that they do ever so try to kill the player.


    so i have (very, very slowly) been moving through TC5. right now i'm just getting my first big crucible jobs done, duplicating ores and things like that. but i seriously can't wait until i get powerful enough to manipulate taint. I'm imagining this hazmat containment area like the cold storage map from halo 3, where you keep a simulated taint environment to harvest the various things it provides (obviously under multiple layers of heavy security and failsafe TNT payloads)
    Posted in: Minecraft Mods
  • 4

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

    i feel like he's going to drop it on halloween as others have suggested. of course that isn't stopping me from refreshing this page nonstop.

    Posted in: Minecraft Mods
  • 2

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

    One of the reasons I like the "melt down items for essentia" mechanic is that it creates a very strong link between Thaumcraft and the material world. Many mods almost seem to float above vanilla minecraft without very much interplay, the world does very little besides providing a theatre to work in; Thaumcraft avoids that disconnect. Working out what items to farm in order to get the essentia sources covered is an interesting puzzle. And it leverages the complexities that exist in minecraft. Some things might not be the best choice for melting down, but the rules of vanilla minecraft make them easy to collect in bulk. These tradeoffs and choices make creating a complete Thaumcraft lab a task that leverages both Thaumcraft expertise, but also expertise with vanilla mechanics like redstone, item transport, and so on.


    If you redo your system, you either have to accept losing all those tradeoffs, decisions and challenges, or you have to put in a pretty significant effort building up complexity to create new choices.


    Very much agree with this. I'm sort of a thaumcraft purist so I can understand if the progression is broken when played with other mods. However I think the most fun thing about thaumcraft is how it builds this neat puzzle, as chriscurrie puts it, on top of the vanilla game and gives you all kinds of neat gear for playing it well.


    More so than lots of other mods, thaumcraftis really well integrated with the vanilla game, and I think that adds a lot to the experience.

    Posted in: Minecraft Mods
  • 2

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

    There's a running theme of 'forbidden knowledge' throughout history, be it that of Lovecraft or not. I recall more of a theme of 'oh gosh what is that aah AHHH AHHH MY MIND IS MELTING' in his stuff, which you do get sort of a feel for from the Taint. We need more things so forsaken and repugnant that we go blind just looking at them too long, clearly. The Taint is all well and good, as are the Eldritch Lands, but we must go deeper.


    so much deeper


    I recall a particular incident involving a snake, a curious woman, and an apple-bobbing contest.

    Posted in: Minecraft Mods
  • 2

    posted a message on Millénaire - NPC village - 16/09/18 : Millénaire 7 open beta
    Quote from felinoel»

    The use of using something other than its literal intention doesn't seem to apply here...?


    Irony is any subversion of expectation. I think he's using it correctly.

    Posted in: Minecraft Mods
  • 1

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

    Am I losing it? Those golems are really getting to me.


    First I added a 2nd golem to keep my alchemy golem company......... it's such a big room and every time I ran through it to go upstairs to my research lab, he looked soooooo lonely.


    Now I've started naming them!


    Is Azanor a mad genius who intends turning us all into some kind of crazy golem-worshipping cult? Or is it just me :P


    That's a great idea! I was thinking of adding custom NPCs to add some personality to my base but naming the golems should be sufficient.

    Posted in: Minecraft Mods
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