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    posted a message on What are you currently playing?

    I'm alternating between playing Factorio and Terraria. On the latter, I went into my Hardmode world where I had not long ago defeated the Moon Lord (playing in Normal mode). A few screenshots of my base:



    The lower part of my base, with potion crops, crafting and storage, plus NPC housing. That Phasesaber in the Weapons Rack cannot be removed from it due to a bug, and it is why it looks like a chunk of it is missing. There is yet a retroactive fix for this, and I'm also finding if I hammer the walls behind it, I can get up to 8 weapon racks at a time. I used that to my advantage in a recent build which is further below.



    The top part of the base. All my trophies from boss fights are on the right side, on the same level as the Party Girl, Painter and Stylist. Some of the paintings are on this level, with most further up above all of the monster banners, armor and vanity sets, and statues. A few statues are on the level above the paintings and most of the critter statues, those are the rest of them. The left side of this level has all the Halloween costumes I've collected, and some Shiverthorn growing in planter boxes (you buy these from the Dryad). Above that level are quest fish and rewards for handing them in to the Angler.



    Initially this area was much smaller, until I decided I would display every single weapon I could obtain or had in the game. The chests were originally to the left a bit more, and that entire level was the bottom. All of the critter cages have not been moved. I skipped some of the lower tier swords and bows. The next thing I need to place here are all the explosives. There are 12 types of explosives to go on the remaining racks; all but two, one of which you cannot easily obtain, and the other is on the 3DS version only. This area lags quite a bit when I'm in it due to the sheer number of weapons in the game. This is probably around 80% or so. I took advantage of the bug I mentioned earlier to get this many weapon racks.

    Posted in: General Gaming
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    posted a message on What are you currently playing?

    Updates on my Factorio play: I have progressed quite a bit, having done upgrades to most of the factory, added solar panels and accumulators (these act like batteries, storing power during the day and releasing it at night), gotten up to chemical science and done some other important research, gotten my first train going, and more. Some screenshots:


    Edit: (Forgot to add the one with the train). The right image shows power generation, smelting, the beginnings of the main bus, part of the mall area, and my first train on this map, which is carrying coal. The left image shows the main part of the factory, accumulators (these store power by day and release it at night or when needed), green and red circuit production, my labs and all of the science production so far. Some of the items I am making are off the screen here. The center image are my solar panels and accumulators. Next to the research window is where I am making fast belt. That is the next major upgrade to be done in the factory.


    Last, I am currently researching laser turrets. Although I am in peaceful mode, there are some biter nests nearby I want to clean out before expanding there. Plus I am going to be needing more ore in the not too distant future. One of the pre-requisites to researching laser turrets is Military 3, which gives slowdown and poison capsules. The latter are more useful than the former, especially against worms, which can outrange laser turrets in 0.17.


    An update: two screenshots of the tech tree, showing researches I have available, and those I have completed.



    This is probably one of the most important researches available in the game. Having Logistics and Construction Robots will make things easier, though getting to that point will be somewhat expensive, resource-wise. The research I have highlighted (Advanced Material Processing 2) will enable me to upgrade my smelting lines to Electric Furnaces. This one will be next after Robotics is completed, and will unlock the next Science Pack, the Production Science Pack.



    The completed researches are in green, available ones in yellow, and locked ones in red. The green ones are in order of completion, with the older ones at the top. Recently completed ones along the bottom 3 rows: Cliff explosives, Solar energy, Concrete, Mining productivity 1, Inserter capacity bonus 2, Flamethrower, Electric engine, Lubricants, Advanced

    oil processing, Lasers, Electric energy distribution 2, Uranium processing, Advanced electronics 2, Military 3, Laser turrets, Tanks.


    After completing the current research and the one I have highlighted, the next one is Nuclear power.


    I've also upgraded most of the belts in the factory to the red ones (Fast Transport Belt). These can move 30 items/s vs. 15/s for the yellow ones. All of the copper and iron belts have been done; next are steel, electronic circuits, advanced circuits, batteries and plastics. The underground variant of this belt type is expensive resource-wise. they use 40 iron gears per pair, while express underground belts use 80/pair. I've considered putting gears on the bus, but have never done it in any of my games, always making them locally instead.

    Posted in: General Gaming
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    posted a message on What are you currently playing?

    I started up another game of Factorio, this time 0.17.79. I went with double or triple settings on all ore generation, and fewer Biters and peaceful mode. There is an option to remove the Biters entirely from the game in the current stable beta.


    My starting area:



    I have all of the basic resources I need at this point. Next up is to replace all the burner drills with the electric ones. I have Uranium on the west, some oil to the northwest, a larger patch of oil to the southeast, and two Biter nests, each having around 4 spawners and a few small worms. The largest ore patch here is iron, with coal, copper, and stone above it.


    I plan on locating all my smelting to the left and below the boilers and steam engines. Those are going to be expanded as needed until I get solar and/or nuclear power (a very long way off) going. The main bus is going to run north like I did with my previous playthrough. I also need to get some labs and science packs made to get some research going.


    Edit: An update - I have made considerable progress, having just been able to research the Logistics Science Pack. Two screenshots of the current factory:



    I plan on adding lighting to the area fairly soon. The factory is capable of generating 18 MW of power. Currently I am using about 20% of that, or about 3.5-3.6 MW. On the left below the water are my Boilers and Steam Engines. Above the water is my green circuit build - a total of 24 Assembling Machine 1's. To the right is my main bus. I chose to go with 2 lines of iron & copper, and 1 each of green circuits and steel. On the right of the bus are my Labs. These are where research is done using Science Packs. Above the Labs are where both Automation (red) and Logistics (green) science is made. Once I get enough of the latter, the next thing to research is Automation 2. This gives me Assembling Machine 2's, which are 50% faster,


    The area to the right of the labs is a 'mall' area where I had basic components being made for building the factory. I'm planning on relocating it elsewhere, or reouting the incoming plates to the main bus and removing all the burner drills.


    Smleting and mining areas:



    The smelting lines from left to right are 40 Stone Furnaces (all are this type - I should have access to faster ones soon) for steel, 100 for iron for steel (this really should be 5:1 given that steel needs 5 iron plates for each item), 100 for copper, and 100 for iron. I left 7 tiles of space between the outermost belts on each line to allow for upgrading.

    Posted in: General Gaming
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    posted a message on What have you done recently?

    I tore down the entire roof of my new Thaumcraft building and added a second level and a new roof. Initally I wanted to put some glass in the top as before so I could see outside, but it didn't quite work out as well as I wanted, so I opted for for 3x3 windows in the sides of the second level.


    Here is a screenshot of the roof. I got the idea from seeing some of the design of the Twilight Forest castle, with the alternating black and white spires on some of the towers, and the encased castle bricks found in a lot of places there.



    I chose to use slabs instead of whole blocks or stairs. The white slabs are Astral Sorcery marble. They are made from Marble Bricks. They are the only slabs in that mod. The black ones are Black Quartz slabs from Actually Additions.


    The new second level I am thinking of using for Essentia Storage. I might even build an Essentia sorting system up here. It is possible to do this with Essentia Buffers and other components of the tube system. I moved all of the Warded Jars with no labels on them that had some Essentia in them into a Diamond Shulker Box, and took it upstairs to the new room. This is a lot safer than messing around with placing jars full of Essentia down. I accidentally shift-clicked another full jar (250 Vis) of Essentia, causing it to be released as Flux and opening a rift.


    I also set this up in the new room:



    This is the Essentia Centrifuge. It breaks down complex Essentia into simpler forms; in this case Vitium into its components Perditio and Praecantatio. Once the centrifuge was done, I ended up with 48 Praecantatio and 55 Perditio. The latter is more useful, as it is a component in the making of Alumentum. The other can still be used to fuel Flux Condensers or be centrifuged again into Aer and Potentia. Both are used in Thaumatorium recipes. I may consider moving that upstairs as well, though only if I have a tube-based Essentia sorting system to support it.


    Edit - on top of the centrifuge is an Essentia Buffer. It allows multiple Essentia types to pass through the tube network to the warded jars.

    Posted in: Survival Mode
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    posted a message on What have you done recently?

    I made the Voideseer's Pearl this morning. Like everything else in the Eldritch tab, equipping or using this will give you Warp effects. The Vis bonus supposedly goes higher the more permanent Warp you have:



    This item has one of the creepiest tooltips I have ever seen in any mod. It reads "You peer into the inky blackness. You think you see something staring back."


    Forgot to add: the Altar was perfectly stable when crafting this.


    Also, the level of Warping this item gives is mild compared to the Void Crusher (Warping 2) or the Void Thaumaturge's Robes (Warping 3). This is the same level of Warping granted/inflicted upon the player when wearing the Void armor or using the tools.

    Posted in: Survival Mode
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    posted a message on What have you done recently?

    I think I know how I may have gotten high flux in my base, by accidentally voiding the contents of one or more Warded Jars while placing them on top of one another. I'm still going to keep the Flux Sponge handy should this occur again. If a rift spawns inside the building, I don't want to use a Causality Collapser on it as those also destroy blocks.


    In setting up the jars along the west wall of the Thaumcraft building, I discovered that the Runic Matrix can pull Essentia from any of the jars along the walls, including a backup set on the north wall. I then moved the Thaumatorium to the west side of the room so the Emptying Essentia Transfuser on top could pull from the jars above.


    Later I tried putting a Watch of Flowing Time on top of a Dark Matter Pedestal in front of my Loonium flower in my Botania area, then set up 9 more DM Pedestals, these with Archangel's Smite's on them, and turned on the lever.


    The result was mobs spawning at an insane rate, and loot plus XP orbs all over the place. I turned on the Item Dislocator to collect all the loot. There wasn't room in my inventory, and that Hungry Chest could only grab items that landed right next to it. They're good for the outputs of an Infernal Furnace or the Thaumatorium, but not much else it seems. Absorption Hoppers from Mob Grinding Utils would do a much better job of picking up items.



    In the process of whacking at over a dozen mobs with my sword, I managed to break the Loonium itself. I started picking up the loot and dumping it into my Ender Pouch, and finally got it. I initially placed it on the wrong lever, which was on and was the one controlling the Dispensers to the Kekimuruses.


    I moved it to the correct lever, but am going to have to wait to do this again as it has nearly depleted all the mana in the 6 pools around the Kekimuruses.


    The one of these on the roof of the Thaumcraft building; it has so far shot several Wisps that came too close.


    Edit: I forgot to mention that I upgraded the other Smeltery in the building to Void Metal.


    I'm currently in the process of doing this for a remote location where I am doing nothing but filling Warded Jars with Essentia. This will help reduce the amount of Flux getting into the aura. The remote area (just a 9x9 with a higher ceiling where the Flux Condenser Lattices are) is located in a Magical Forest biome, with the Smeltery in a chunk with about 360 Vis. The Flux level is around 33-40% of the local Vis, as I have been using the area frequently to make the Essentia needed for both Sanitizing Soap and Purifying Bath Salts. Warp is increasingly becoming an issue for me - while messing around with mob spawning around the Loonium, I got attacked by another Eldritch Guardian. Also, much of the research I'm doing these days is giving me pages which unlock Eldritch and give Temporary Warp.


    I've also added Void Metal Ingots to the Thaumatorium. They take 10 Metallum and 5 Vitium per ingot. So the latter does have some uses, but not until you unlock the ability to make Void Metal.

    Posted in: Survival Mode
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    posted a message on What have you done recently?

    I think I might have found another Thaumcraft 6 bug, this one relating to Flux. I had been really careful about putting any excess Flux into the aura around my Thaumcraft building, and last I checked I only had about 34 out of 322, around 10%. I got attacked by a Flux Cloud spell, and those are spawned by Rifts. This one had spawned on the roof of the building, above where the Crucible is. I haven't been using the Crucible at all lately as the Thaumatorium I set up downstairs is much more efficient at producing Alchemy recipes.


    Since there appears to be a bug that causes rifts when they should not spawn, I decided I should go into Creative Mode again, close the rift and remove the Flux, then save the sponge in my Shulker Box in case this occurs again.


    I also completed moving the Warded Jars to a location I wanted:



    Originally I had Aer through Metallum on the right, and Mortuus through Volatus on the left. I had to move the jars around several times to get them in the order I wanted, and at some point I accidentally vein mined them and almost every single one dropped and were all out of order, plus I could only pick up a few of them as my inventory was mostly full.


    Edit: the item on top of the roof is a Dark Matter Pedestal with an Archangel's Smite on it. It is effectively a turret, firing on any Wisps that get too close.


    I also checked my Refined Storage system; I have 191 Void Seeds. I do not need to mess with Flux Rifts any more as those are enough to be able to craft the rest of the Eldritch items and also upgrade my other Smeltery to Void Metal. Any anyway, I have more than enough Vitium in both Essentia and crystal forms that I really do not need any more.


    Lastly, I made some Purifying Fluid and stored in a Reservoir. I can then use it from my hotbar to give myself the Warp Ward effect when I need it. I had thought at first that what I had experienced was a high warp event; that is until I spotted the rift on my roof.

    Posted in: Survival Mode
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    posted a message on What have you done recently?

    After grinding Flux Rifts for several days IRL, I finally got the items I wanted from one, Void Seeds and a Primordial Pearl. It took a lot of time and effort, along the way dealing with numerous Wisps, mostly of the Vitium aspect, and quite a few Giant Taint Seeds. These can inflict Taint Poison on you if you get too close to one. Best bet is to use ranged or magical projectile weapons. You get 2 Vitium crystals when you kill one.


    I moved my setup for generating Flux to another location as things were getting way out of hand at the island I was at originally. There were as many as 7 rifts, and I decided that I was going to have to put the game into Creative Mode to obtain and use the Flux Sponge, which will remove 500 flux per use in a 9x9 area, and shift clicking on a rift will close it. I had to spam click it multiple times as I had put way too much flux in the aura (around 30,000). Once that was removed and the rifts stopped spawning, I deleted it and returned the game to Survival Mode.


    My initial run at grinding rifts on the island only netted me 16 Void Seeds and a bunch of Vis crystals. I have 71 Vitium ones. Not all of these were from grinding the rifts; some I got from clicking on clogged Flux Condenser Lattices with a Vis Filter. Doing so consumes the filter andgives you a Vitium crystal.


    I later moved the setup for generating Flux to a Wasteland biome about 800m east of my base. I was a little more conservative with the amount of flux I put into the aura, making just enough to put the level a bit over 75% of the available Vis. I had been luring Husks from a nearby desert to the rift when it began to explode. I got a Primordial Mote and 9 Void Seeds. Primordial Pearls have different names depending on their remaining durability. Those with 1-3 are called Motes. Those with 4-6 are called Nodules, and Pearls have 7-9. They also have EMC, at 49152.


    I am closer to unlocking the Eldritch tab in the Thaumonomicon; I still need to find a Lesser Crimson Portal and scan both a Knight and a Cleric which spawn from it. They are most commonly found in deserts - the Cultists apprently like it hot. I have encountered 5 so far, but all were discovered before I began doing anything with Thaumcraft. About all I had done back then was to make the Thaumonomicon.


    I believe they can also spawn as a high Warp event. I read one of the Crimson Rites books, which only gave me a bit of knowledge and temporary Warp.


    Warp is an effect obtained by research forbidden magic or crafting objects of a questionable nature. It is a twisting of the Thaumaturge's mind and body. There are various events that occur as a result of Warp; so far the worst has been Flux Flu III. This effect makes it more expensive Vis wise to to do arcane crafting, and I suspect that it also affects research. You need at least 20 of it in order to read the Crimson Rites book. Now I am going to have to explore again to find a desert I have not yet discovered and hopefully a Portal spawns there.

    Posted in: Survival Mode
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    posted a message on What have you done recently?

    I discovered that my Cursed Earth mob farm, which I built much earlier in my current 1.12.2 world, was no longer spawning any mobs. I checked around the area for Feral Flare Lanterns, and removed them, replacing them with other light sources. This allowed mobs to spawn in it again.


    Anyway on to the Flux Rift around 800m west of my base. Last night I was there and saw this:



    According to the FTB Wiki on Thaumcraft 6, this should not be possible - there can only be one Flux Rift per 64x64x64 area. There's 3 here. Originally there were just the two smaller ones, but when I came back here after a while, the third, much larger one formed These pass through blocks as if they are nothing. Entities take 2 hearts of void damage continuously while in contact with a rift, and items thrown into it are destroyed, except the Causality Collapser, which is supposed to explode upon contact with a Flux Rift, causing it to close. That item is an Arcane Fusion recipe with Very High instability, so making one would be a good test of how stable the Altar is with the candles and skulls around it.


    Both of the larger ones are unstable, and will shake quite a bit. Unstable rifts will also have a transparent swirl around them, with more swirls the higher the instability.


    When I came back here later, the smallest rift had disappeared, either getting absorbed by the larger one (not sure if this is so), or it closed, and the Giant Taint Seed that dropped from it immediately despawned. That is also why I it is not a good idea to chunk load this area - if I do so and a Taint Seed drops, the entire island will become tainted, and I will have to move the Crucible.


    I want to keep the rifts going here as I need to grind them for a Primordial Pearl and Void Seeds. I've so far had numerous Wisps spawn, some of which it placed inside solid blocks and they suffocated to death, gotten the Flux Flu several times and had to relog because of a bug where the status effect doesn't disappear when the timer reaches 0:00, had Flux Cloud cast damaging spells on me which I was able to avoid because they were targetted at the location where I stood, and would just stay away until they dissapated, and had 2 Giant Taint Seeds spawn. I scanned the 2nd one with my Thaumometer and unlocked an entry in the Thaumonomicon on Taint Seeds. It did not spread any taint, and although it attacked me, it did not do any damage as it hit my armor's energy shield. It took a couple of hits to kill with my sword; i think its defenses blocked some of the damage.


    Edit: I have put so much Flux into the aura here that the rifts will continue forming. Inside my new lab, however, the flux has gone down considerably with the use of the Condenser. I've had one of the Lattices become clogged with flux - they turn dark purple. You use an Essentia Filter on one to restore it to normal operation.


    I also made the Causality Collapser - the Altar stayed very stable the entire time.

    Posted in: Survival Mode
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    posted a message on What have you done recently?

    I completed the new Thaumcraft building, adding a balcony at 5 blocks above the floor to place Warded Jars with Essentia in them on. This I centered around the Altar itself, placing jars of all 38 Aspects on the platform, with some having more than one jar:



    I also put a single line of jars on the bottom of the platform - these can be placed on the underside of blocks much like with Shulker Boxes. Essentia Smelteries release Flux, though with the addition of a Auxiliary Venting Port, that can be reduced a bit. I have unlocked the first step of Flux research; to complete it I need to "Let the Flux build". I'm thinking this means I need to get the Flux to build to a point that a Rift forms. Since I would rather not do that here, it may be safer in another dimension as a lot of bad things can happen from Flux Rifts. The most common effect is for a Wisp to spawn. It has a 20% chance of being a Vitium (Taint) Wisp.



    The completed Infusion Altar, surrounded by red, orange, yellow, green, blue and purple Tallow Candles. I used a lot of Ignis crystals to make them, so much so that I am nearly out. In the area around the Arcane Pedestals are normal and Wither skulls. The result of all this is that the Altar is very stable when running (and stayed stable the entire time):



    I made my first item using the Infusion Altar - the Boots of the Traveller. Overall, the process is slower and uses more Essentia than the same item did in 1.7.10. There are also around 10-11 fewer Aspects in Thaumcraft 6 than in 4. The crafting process can be sped up at increased Essentia cost, or cost can be reduced slowing the crafting down.


    Edit: I went to the Nether to try and intentionally cause a Flux Rift to open so I could complete that research. I placed a Crucible and a Sink with a fluid conduit to keep it filled not far from the portal. I then started dropping Compressed Cobblestone into it. This has a lot of Terra and some Perditio in it, and about 1/4 stack is enough to overflow the Crucible. I must have put about 10 stacks worth into it and got the Flux level to over 6000, but no Rift. I put a Chunk Loader there and plan to come back later. I may set up some automation to keep overflowing the Crucible. Sooner or later, a Rift is going to open there.


    Edit 2: I ended up moving the Crucible to the Overworld about 800m west of the base. I started filling the Crucible with Aeteranlis Fuel, which has a lot of Ignis and Potentia (270 of each Aspect per item), and it immediately began to overflow, and as soon as I emptied the Crucible, I got a message saying there was too much Flux in the area, and a rift appeared. I can now reduce Flux in my lab and also close the rift and others like it. It appears that these will not form in the Nether.

    Posted in: Survival Mode
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    posted a message on The Twilight Forest (v2.3.5: Wrecking Block)

    If you're playing this mod with Thaumcraft 6 also in your pack, you'll want to hang on to any Experiment 115 you find in the Ur-Ghast tower. Those are an excellent source of Vitium Essentia, having 15 per piece. The trophy has over 80 of it, though you'll likely want to hang onto it.

    Posted in: Minecraft Mods
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    posted a message on What have you done recently?

    From left to I have completed the new Thaumcraft lab and relocated the infusion Altar:



    For the walls I chose Arcane Stone Bricks. For the roof, I used a combination of Arcane Brick Slabs, Gold Sheetmetal Slabs, and Fancy Framed (Chisel) Purple Stained Glass. The chunks inside the building have pretty high Vis levels, all over 300:



    It is kind of hard to see in the thumbnail, but the Thaumometer reads 376.1 Vis and 31 Flux. The latter has likely gone up a bit as I was smelting some obsidian into its Essentia and saw the Smeltery release some Flux. Note - I did this back in my main base, not here. Flux slowly spreads to surrounding chunks and decreases over time if none is being released into the aura.


    The next step is to relocate everything from my main base to here. I had a bunch of misc Thaumcraft items in a Gold Chest. I used an EnderIO Item Conduit to move them to a Diamond Shulker Box. All my crystals are in a Large Storage Crate - I put a Crate Keeper in there so I could move it. The only other storage to move is the Drawers, and for those I will need Packing Tape, which has EMC and has been taught to the Transmutation Tablet.


    I ran cable over from my main base to here so I could have access to my Refined Storage system. I used around 3 stacks. I also did away with the entire idea of storing my largest quantity items in Drawers, with an External Storage on the Controller. The would cause items in the Drawers to not be accessible until I clicked on the External Storage itself.


    The pack has Reborn Storage in it; I built the Multiblock Crafter from that mod a while back. To make room for all the items and to allow for as much expansion as I could ever need, I upgraded my disks to 8 x 256k. I can now store 2M items in the one drive:



    I had all of my 64K disks with my items on them that I needed to dump back into the system after upgrading the disks to 256K. The block above the drive is a Disk Manipulator. It currently has 2 64K disks with items on them being emptied back into the network.


    Edit: I completed the new Thaumcraft building, moving everything I had in the old room here. I then ran Draconic Energy Relay Crystals here from the Immersive Engineering area where my nearest one was. I placed them on top of Wooden Posts like I did there and have done at the Excavator sites I have set up.



    From left to right is a Sink, Crucible, Arcane Workbench, Research Table, Red Matter Furnace, Large Storage Crate, Purple Diamond Shulker Box, Focal Manipulator and Drawers.


    On the right wall are my Thaumium Essentia Smelteries, with 4 Arcane Alembics on top of each, and an Arcane Bellows on the outer sides of each Smeltery. There are two more of these on the back of each.


    The next thing to set up are the Warded Jars. Creating all the Essentia I am going to need here will generate a fair amount of Flux; I may consider doing this somewhere where I do not care if Flux gets into the area.

    Posted in: Survival Mode
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    posted a message on What have you done recently?

    I did some testing using the Crucible to see when it puts Flux into the area. It only does this when crafting items, not if you are making Essentia Crystals using Quartz Slivers.


    And what I called Alchemical Furnaces are in fact called Essentia Smelteries. I upgraded my basic one to a Thaumium Essentia Smeltery, and added a 2nd one along with 4 Alembics. Those have EMC, so I only needed to craft one.


    I also built the Infusion Altar:



    I do not have any arcane items such as candles or skulls/heads placed to increase stability, and also need to set up Warded Jars with Essentia in them. Because of the low Vis in this chunk (only around 120 or so), I decided to move most of my Thaumcraft lab to the Magical Forest biome just north of the base. There's a chunk there I marked which has 362 Vis and another I marked with 378 Vis. Both have Mega Torches in the center of each chunk to stop mobs from spawning.


    I also added a Powered Spawner for Pech Foragers. 1 in 10 of these spawns as a Mage, and they drop items that can give you research points.

    Posted in: Survival Mode
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    posted a message on Thaumcraft 6.1.BETA26 [no longer being developed]
    Quote from Dayyer»

    I’m assuming you’ve unlocked the research?


    Apparently I had not completely done so. I had to get out of range of my Beacon, remove all my Draconic Armor and Baubles, and then set myself on fire. I should be able to use the Focal Manipulator now.

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

    The Focal Manipulator does not appear to work in 6.1 beta 26. All I get is what is in the screenshot below when I put a Blank Lesser Focus in it:



    The Aspects are missing from the left side of the GUI, and the Start Crafting button does nothing. Is there some research I still need to do, or is it something else?


    I did notice that someone posted a bug report with the same issue to github, but it did not appear to have been resolved.


    BTW, none of the Blank Foci will work in here - I cheated in an Advanced and a Greater Focus for testing, and both did the same thing as the Lesser Focus did.

    Posted in: Minecraft Mods
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