Thaumcraft Amulet Never Need to Eat Again
Magic Forge 1.12
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Thaumcraft 6.1.BETA26 [no longer being developed]
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Source: https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-mods/1292130-thaumcraft-6-1-beta26-no-longer-being-developed?page=528
Ohhh. Yep I've got about 10 of the vis stone necklaces and made the storage necklace. You have a betoken with the Greatwood wand instead of the necklace, but seeing as I haven't really delved into making whatever other useful necklace baubles it's useful since it takes upwards no slots for me. I misunderstood, thought you meant azanor added another vis stone in TC. Good to hear that the rings of protection are added in the boodle at present though.
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I had an idea on the ex nihilo thread, and thought I'd share it here.
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Feel free to PM me if you are having trouble with mods and I will help in whatever way that I can!
Is there a way to get tree farms with Thaumcraft Azanor?
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yes there is
But look if you lot don't want to detect out yourself.
Using mc vanilla, you demand at least 2 Golems for a subcontract, at to the lowest degree ane with the animation core (ac) chop to do the logging and 1 with ac use to exercise the replanting. You probalby likewise might want to use a third golem to gather the wood and the saplings, merely that can be done past many means if you wish to.
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And so you have an expensive garbage bin and a cobble source?
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The vis amulet has a few things going for it. It tin can go in an equipment slot, freeing up space in your inventory, and it recharges wands held in your hand. I believe runic shielding and repair drain it preferentially as well, which is sort of nice if you don't want a tumble from a cliff to empty your crafting wand of vis when you're off to jar a node.
It'due south even so not amazing, but it has its identify. It's the best amulet to wear if you're not expecting to get into a scrap, certainly.
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Can somebody evidence me a step by stride to creating an infusion alter? I take tried it many times (following what the Thaumcraft book says) and it will not work. Please provide images on each step. Thanks.
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I can run across yous reading this pointless text.
Most thaumaturges are going to have a wand or staff that it could e'er pull vis from. Wands are also easily charged away from dwelling house unlike the amulet.
If information technology's not working you likely don't have plenty vis in your wand. If y'all still have a wand with atomic number 26 caps and a stick, you lot need to upgrade to a gold capped greatwood ane as that shoddy thing tin can't hold enough vis to form the altar.
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Due to my snarky and sarcastic personality I tin can easily exist seen as a jerk. If I've offended you in any mode it was likely unintended.
Is the node you're trying to grow larger (in total capacity) than the node you lot're trying to accept it eat?
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Is it really wise to have one huge vivid node instead of many pale nodes? Wouldn't the many nodes recharge faster than the one?
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Okay, issue I'one thousand having in 1.6.4. Using Thaumcraft 4.1.0g and Forge 965. Got a straw golem with a Assemble core, a vanilla Minecraft chest, and a golemancer's bell. I've fastened the golem to the chest with the bong, but instead of putting the things it picks up in the chest, it just holds them. I've tried attaching it to all the different sides of the chest, picked it up and put it down a couple of times, and picked up the breast and moved it. Nil gets him to put the block in the chest. (For reference, there'due south already a block of the type he'due south property in the chest.)
Is in that location a style I can fix this?
This particular world won't exist making the spring to 1.7.2, and so I'd prefer a solution other than "update to the latest version".
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[Scott]: Things I take managed to arrive the final five minutes, in order of ascending importance: cobblestone, planks, lapis lazuli, redstone, gold, coal, diamond. VERY LOST.
You attach the golem to the chest by clicking the golem on the chest when you set up him down, not by using the bong. That's his "home" inventory, and anything he picks up he'll put in that breast.
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update to 4.ane.1.xiv
Nah, I troll. Actually you have to hold the golem in your hand and shift-correct click on the breast to fix his "habitation" at that place. It's a little strange and I remember if Azanor hasn't changed it to use bells to acquaintance the chests to gather to, peradventure at least put something about the shift-right-clicking in the thauminomicon.
Edit: Grammie shell me.
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Thank you, the both of you.
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[Scott]: Things I have managed to get in the last five minutes, in order of ascending importance: cobblestone, planks, lapis lazuli, redstone, golden, coal, diamond. VERY LOST.
Azanor, do you take whatever plans to add a Taint/Flux tech tree to thaumcraft or for any improvements to Flux/Taint in general.
In TC2, Taint was a major issue for use of magic that y'all had to keep under control, however afterward into the game, when inquiry became available, information technology was possible to enquiry taint in order to harness or at least accept improve command of taint. In my optics, this was the best taint model as information technology was something you had control over, simply could become a problem if you lot let information technology and it was quite easy to let information technology. Also, if it had become multiplayer yous could've seriously fluxed up the entire earth.
In TC3, Flux was introduced, once again as a consequence of magic, admitting a much tamer i (If for no reason other than it bewitched out easily, meaning you may never experience those consequences.) You had much less command over information technology and the majority of the consequences were much more localised than in TC2, IE: They only manifested themselves in occasional irritations, rather than a major upshot that y'all would take to deal with.
In TC4 however, Taint was re-introduced. Nonetheless this fourth dimension there were two versions of Taint, the natural taint and the man made taint (which for ease of reading I shall call flux). Taint was the Major issue information technology was TC2, infecting the land, nonetheless information technology was not actually a result, unlike in TC2. Flux, however, was a consequence of magic, merely it was more of a small nuisance, like to in TC3, IE: The flux gas and liquid are mostly non harmful, they merely occasionally bargain a little damage.
I feel that Taint and Flux demand a re-working to exist more of a serious consquence but also, like in TC2, something you tin can control and potentially harness... Or at least, sic on your neighbour who keeps coming over and nicking your diamonds. The Taint tech tree could generally exist more than unsafe than the others, for example, adding tainted tools and weaponry which had different properties (Stronger, just with a drawback) to their not-tainted counterparts, Eg: Sword of the Zephyr has the current of air burst ability, Tainted Sword of the Zephyr (Sword of Boreas?) has the ability to bargain pregnant damage in an area around the thespian, only the ability comes at a cost of a footling health damage. Afterward on in the tree, you could gain a bauble the prevents the drawbacks of the tainted equipment, a bauble the stops Tainted creatures from attacking you or an item that gives you the ability to combat taint without the need for Silverwood trees or the etherial bloom.
On the other manus, I may accept completely missed something, just oh well.
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You lot could call me insane. I but say I'm a guy who does what he does.
Not quite sure about tainted tools, but I exercise concur with everything else. I was thinking about this very topic a few days ago.
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Due to my snarky and sarcastic personality I can easily be seen every bit a jerk. If I've offended y'all in any way it was probable unintended.
There's a limit to how many nodes you can fit within range of a wand pedestal without them trying to consume each other, unless you put stabilizers under all of them, which reduces the recharge rate further. I don't know exactly how bad the node stabilizer penalisation is, though, then it might actually be more than worthwhile to just collect equally many stabilized stake nodes as you can cram in...
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It is very much worthwhile to have loads of nodes in stabilisers. Why? 'crusade they wait freakin' cool. Behold, the nodal array mk. two:
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They're in the game, you just oasis't researched them apparently. They stop nodes from bullying each other, and have a very small chance of restoring fading nodes to pale ones. They exercise however slow downward the recharge rate on nodes.
The avant-garde version has a better take a chance of restoring nodes, allows the stabilised nodes to describe from unstabilised ones, but near completely shuts down the recharge rate. It's likewise TERRIFYINGLY unstable on the infusion.
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Node stabilizers are an awesome looking device that keep nodes that are clustered together from eating each other (Read: stiff nodes stealing vis from weaker nodes), and has a chance of 'upgrading' the weakest nodes up to pale. If y'all plan on putting together a wand charging station, this is pretty vital. The downside to using them is that they reduce the vis recharge rate of the nodes afflicted, so you sacrifice regen for stability. I've seen what happens when nodes start 'zapping' the vis from each other. Information technology isn't pretty.
I wish the crystal clusters could exist used in conjunction with these to boost elemental regen of the encapsulated nodes up to about 75% of normal... I miss the onetime crystal mechanics that allowed them to be grown. Heck, I'd be happy if placing crystal clusters near nodes with the same chemical element would cause them to slowly 'feed' off the vis to grow harvestable crystals over time. Ironically, both of these happening at once would probably only slightly increase the actual vis regen due to the irksome stealing of it as well... but considering nosotros have several items that pull vis from jars nearby, why not? We know the coding to do so is definitely possible. Only remainder the crystal growth rate so it'southward a boring, steady process. It'd make the elemental arrows more viable instead of feeling like wasting a precious commodity.
And to the person who said they didn't like the Bone Bow because it didn't hold up harm-wise to the wand foci: Have y'all tried enchanting a bone bow with the ability enchant? Try that, and use some earth arrows and run into if your melody doesn't modify a bit. Heck, give it the unlimited enchant while you're at information technology to greatly reduce elemental arrow consumption (for regular arrows, it will never run out of the terminal arrow). Was one-shotting zombies and skeletons left and right...
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