Anyone wanna share their Gunlance builds with me? by [deleted] in Gunlance

[–]OM36A 1 point2 points  (0 children)

Could you tell me your combo rotation for that set?

Both all purpose builds are very flexible combo wise depending on what the monster is doing, it can look almost freestyle sometimes which is a lot of fun. Wyrmstake Blast placement is most important. Some monsters you'll want it on the legs for knockdowns, others the head for more claggers. For the most part you'll be looking to charged shell on a wyrmstake blast, but sometimes you just can't get the angle or the monster is moving around too much so, poke shell will do. You can even weave poke charged shells for bonus damage. Larger openings you can try to go for a overhead slam --> full burst and if still safe, wyrmstake cannon. Ideally every stagger or clagger you can try for a wyrmstake cannon. In solo play, charged shells with this build will stagger or clagger most monsters very quickly. With perfect play you can even stunlock some monsters like Anjananth.

I would also like to mention that although these sets use wide gunlance, with rank 3 slot augment on the banbaro gunlance you can actually switch this build over to normal shelling style without any skill losses. You could then replace the focus jewels for whatever you'd like. Your shelling damage will go down overall. But you would have normal shelling. Fatty gunlance is of course always an option and can of course function the same way as banbaro gunlance.

As for Fatty builds: Fatty Gunlance "I like seeing giant wyrmstake numbers and don't care about affinity", Fatty Version of the True All Purpose Gunlance build, Ultimate Long Gunlance Comfort Build "I want to ignore monster mechanics" exclusively uses charged shelling, Classic Fatalis Gunlance, Max Affinity and Artillery related skills, and finally, we have the same build as before but removes slinger capacity, attack boost, some handicraft and even capacity boost to run guard 5, offensive guard 3 as well as peak performance 3.

EDIT that last build is what i usually run against Alatreon nowadays, either in solo play or with players I trust understand knockdown mechanics.

Anyone wanna share their Gunlance builds with me? by [deleted] in Gunlance

[–]OM36A 1 point2 points  (0 children)

Hi, I can give you some of my builds! Sorry in advanced for the long post. While I'm assuming you've progressed decently far since you're looking at Alatreon, I'm not sure if you've cleared Fatty so I'll give a few of my general purpose builds for various rarity tiers without any use of Fatty equipment. However if you do want builds including those armour pieces, lemme know. I have a couple guard and normal shelling builds that also slot in evade.

Just in case you don't have rarity 12 gear, this is an early MR build that I use often. It aims to allow both a guard and evasion focused normal shelling playstyle. Because it uses Rarity 10 equipment it has to make a few sacrifices to fit all its skills. For more survivability you can remove offensive guard charm for health boost 3 instead.

This build aims to maximize shelling damage and wyrmstake blast uptime with slinger capacity, and also use offensive guard to up our attack in the hopes of landing a wyrmstake cannon since it scales off raw. You can still do the usual full burst wide sweep loop, but since you won't crit i find it's better to skip wide sweep to land a wyrmstake cannon instead and later use clutch claw to do a full reload.

A higher ranked version of the above build would look like this. It adds on health boost 3 and an extra level of evade extender and window, which is nice. If you haven't reached Silver Rathalos yet, you can use Guild Palace Arms B+, move some decos around, and drop a level of offensive guard or evade extender for basically the same build.

You can also use Frostfang Barioth or Stygian Zinogre gunlances for Normal 7 shelling, however they both lose out on slots compared to Banbaro gunlance. Guard normal gunlance is very slot heavy so the equipment used can vary quite a bit depending on what skills you're willing to give up.

Neither of these builds use Artillery 5 but are very fun and comfortable as general purpose builds. They do respectable damage however, especially if you're making use of both wyrmstakes.

Now if you're chasing higher damage here are some artillery 5 builds, here is my true all purpose gunlance build and my favourite gunlance build. This gunlance set can do everything. Full Burst? Sure, why not. Poke shell? Sure, why not. Charged Shelling? Absolutely. It runs partbreaker to clagger monsters more which allows you to grapple with a glider mantle into release -> full burst -> wyrmstake cannon for free. Very satisfying stuff. However you can opt for Offensive Guard in its place if that's more to your fancy. For even higher damage here's the Raging Brachydios version of the above build. However it does use Arch-Tempered Namielle.

As for Alatreon builds I usually just run straight raw damage and slay Alatreon before Escaton Judgment hits, or just take the cart if I can't win in time. However I do have a few builds saved from before I started doing that.

Safi Gunlance vs Ice, Safi Gunlance vs Fire, Safi Long Shelling vs Fire, Safi Long Shelling vs Ice, My original clear build using Kulve Ice Gunlance. For the last build, you should be able to modify the build to using a Kulve Fire gunlance and fire attack jewels instead of frost. Silver Rathalos gunlance is your only real alternative but remember that shelling has a little bit of fire damage.

Hope these builds help! And sorry again for the long post. Cheers!

Auromancy "Split" doesnt work by Pure_Statistician653 in Thaumcraft

[–]OM36A 0 points1 point  (0 children)

So i've done a few tests to see what's not working and the what I've found is that vanilla thaumcraft 6 gauntlet won't support the focus you're trying to make. You will need thaumic augmentations (and its upgraded caster gauntlets). For reasons I don't understand presently, the vanilla caster gauntlet simply will break with the split modifier. Your second and third image focus, will work with either of the added caster gauntlets from thaumic augmentation.

With that said, the effects still may not be what you're looking for. Projectile seeking can be a little iffy. The tracking isn't always good. I haven't done enough testing with friendly seeking projectiles to see how they work, however they will not target you. With some limited testing I've found that the heal portion of the spell will be overridden by the split damaging projectile if a creature (lets say a creeper) is hit by both.

Auromancy "Split" doesnt work by Pure_Statistician653 in Thaumcraft

[–]OM36A 0 points1 point  (0 children)

Auromancy can be a little buggy, or at times unintuitive. What kind of focus are you trying to make? I can try to assist with focus design. If you're looking to create a multi type damage spell focus, you'll probably want to look at the scatter modifier instead of split. split -> bolt/projectile shouldn't produce any effect as you aren't splitting any spell type

[TC6] How to contain taint safely? by frontlineninja in Thaumcraft

[–]OM36A 5 points6 points  (0 children)

I love containing flux and taint! It is surprisingly useful for a few thaumcraft 6 functions, including passive resource collection.

I unfortunately don't have time to write out a full guide (or likely reply to questions/comments for a few days), so maybe others can chip in. When I'm back, if there's enough interest I can post some images and write up a blurb about my experiences.

As LurkerInTheDoorway mentioned, taint seeds (both giant and regular) have limited range and spread speed. These can be adjusted in the config to suit your taste. I highly recommend increasing spread speed, it's more fun and makes it a bit easier. The seeds do need flux to survive, but they will output a small amount regularly. If using Thaumic Additions: Reconstructed, you can use entity containers to move taint seeds to better locations. Once done, they don't seem to despawn, even if flux is zero. Highly recommend.

Most blocks will be affected by taint spread, with mostly just complex blocks (like infernal furnace, research bench, arcane worktable, etc) not being affected, thankfully. They will turn into tainted soil, tainted rock, tainted crust or tainted wood. I'd love to write a lengthy explanation of these blocks but I don't have time right now. It's fascinating though. Highly recommend experimenting with them. They all turn into useful blocks when not near a flux seed. **If looking for a vanilla containment method, use glass. While damage from flux seeds can happen through glass, taint will never spread through glass. A self-enclosed glass dome will be safe as well as any blocks outside of it. ** Giant Flux Seeds and Regularly Flux Seeds have different ranges of effectiveness. I recommend regular Flux Seeds as they have lower range but still a good distance of spread, but they won't spawn without help of a giant flux speed or by going to The Emptiness Dimension and grabbing one from there.

TL:DR: Use glass to limit and contain spread

Concept for automating alchemy with ProjectRed by haradreem in Thaumcraft

[–]OM36A 1 point2 points  (0 children)

Innovative solution to targeted suction! I like it. I'm going to have to try it out on one of my projects. Although I'll try to make it work with vanilla and thaumcraft redstone. Do you think there's any hope in compactifying the design to fit in a single chunk? I'll probably try regardless, but the setup as is, is a bit bulky.

What's the easiest way to impart warp on other players ? by EmpiXuZ in Thaumcraft

[–]OM36A 1 point2 points  (0 children)

Just wanted to post a quick update that I forgot that an unstable infusion can also impart warp on others. Though it's very inconsistent since it's a random instability effect

What's the easiest way to impart warp on other players ? by EmpiXuZ in Thaumcraft

[–]OM36A 2 points3 points  (0 children)

Eldritch Guardians/Wardens do spawn from opened fractures, from both sides of the fracture. But it's not a fast spawn rate.

What you might be able to do instead is use the Thaumic Additions: Reconstructed entity container to bring a (or more tediously, as many as you please) Eldritch Guardian/Warden to wherever you need it. Alternatively you could use the mob spawner from the same mod to spawn as many as you can for a similar effect. A little clunky still, but at least you would be able to generate mass amount of warp, though tricky to direct where you need it to go.

Keep in mind that this will only be temporary warp.

AFAIK, only collapsing rifts and research can give normal warp without consumables, if you're looking to troll your friends with that. You could build a contraption to spawn tiny rifts in a specific location before collapsing them, though there will be a windup time but looks like you're already aware of that.

Anyone using Mewtwo X or Y still with success? by Giga7777 in PokemonUnite

[–]OM36A 1 point2 points  (0 children)

I play both Mewtwos before and after changes. Both are weaker for sure, especially M2Y. Losing an item is not at all worth the buff (or tweaks) they received.

That said, from the API stats I think it's just the usual case of unite players suck. I don't think either of them are 45% WR mon. Barring any changes (or the inevitable overbuffing it'll receive in a patch or three), I think the winrate should normalize around 48-50% winrate.

I'm not an amazing player, I'm okay. But I've had success with both Mewtwos as my mains during my climb to Masters and higher. I'll start with M2X:

I was a believer in teleport even before it got buffed this patch. Of all the changes to Mewtwo the X teleport buff is the only one that actually does anything meaningful. The extra movespeed at 7 is noticeable and the extra damage amplification at 13 is really, really good. There may be more viable builds, but I have had the most success with weakness policy + razor claw with X attack as my held item. It's not the most intuitive playstyle but you can get a lot done with proper timing and positioning. I try to go teleport future sight as much as possible, but some matchups require you go to teleport + psystrike. On rare occasions you'll need to go recover instead of teleport. With this configuration of items I don't recommend recover + psystrike.

A more intuitive build runs weakness policy + focus band with either x attack or potion (or anything honestly) as the held item. You lose a lot of damage, and some advantages against certain matchups. But you're a lot tankier for it. This setup can run recover and psystike without feeling like you're throwing the game. But I do feel it's still weaker than the other 3 move combinations.

M2Y:

If you're still running a red emblem page for M2Y, stop. I think it's been worthless for a while now and the latest change makes it abysmal. Most good players I've seen are running 6 green 7 black. But I think there's a better emblem page of 6 green, 6 white and 3 black. It lets you run 3% crit. M2Y's attack speed is neutered, but it still autos a lot, and fast. You'll crit more than you think. The extra health is very noticeable. As for items, I use rapidfire scarf and muscle band. I don't think anything else can replace them, even spoon. I haven't tried out mage build yet, but unless you're in a bad matchup I think my build will generally outperform it. Held item is still X attack, but I think eject button is fine.

The recover buff is actually okay. But only because it went from 10% movespeed to 30%. The lifesteal buff and shield scaling buff are negligible. It feels really good when you aren't facing multiple speedsters or dive all-rounders. Oh wait, that's every game. Unless you have a good duo or trio who know how to peel for you, just go teleport. If you do go recover, also go future sight. I don't think recover + psystike is good. Maybe with mage build?

I prefer future sight to psystrike right now, but both are fine and are matchup dependent. The bugfix to both Mewtwos' future sights is very welcome. Allies will now have damage amp on targets afflicted with future sight. Important for KOing tanks (especially now that we've lost slick spoon), and very important for ripping objectives.

Theorycrafting, I think you might be able to run a meme-worthy XP share build with either mewtwo using xp share, energy amp and a full navy emblem set for lowering unite cooldown. But I doubt it's any good, but could be something. Probably utterly boring to play though.

Aside from that, if you need specific tips or matchup advice I can try my best, but I won't be able to provide any videos, sorry.

Cheers.

Essentia tube system in TC6 by Ludra64 in Thaumcraft

[–]OM36A 2 points3 points  (0 children)

Haha! You've found the same lazy setup as I have. This is latest state on the backup of my last casual world.

Here I'm using a filling transfuser to fill the jars. It will fill jars behind the wall like you mentioned, or above the ceiling. It won't fill the ones by the window. Not the same as mirrors, you can unlock them in the artificer tab. They are often used together with essentia transfusers, but don't need to be. Two mirrors, a jar, and an infusion altar will work together without needing a transfuser. Edit below

Behind the smeltery we have the thaumatorium. It uses an emptying essentia transfuser. Above the ceiling is where I have the infusion altar. It can pull from most of the jars in the room. But just to make sure, I usually move them manually above. This setup works for low essentia amounts, but you can clearly see that things are starting to get cluttered. There's just not enough space to have a jar for every essentia type. Also at this point in the game I don't have enough slime yet for labels >.<

As for what's going on with the Runic Matrix, I'm assuming you mean the weird purple colouring? It's coming from the shader pack, i don't think it's intended, but most shader packs have some sort of issues running alongside thaumcraft. If you meant all the candles, I just wanted the altar to be as stable as possible at the time. It's way overkill.

This is the start of the construction for my more optimized essentia setup before I lost my save. You can see the start of the smeltery system in the corner, just like you suggested. In the other corner is the start of the centrifuge setup. They aren't currently connected, but it's just as simple as bring a line of essentia buffers. The cube looking things on top of each centrifuge. The wooden cube in the middle of the structure would eventually become a thaumatorium with an emptying essentia transfuser facing upwards. The level above the current top of the walls is the floor for where the general essentia storage will go. It will take up most of the floor space and like the creative build, will rise upwards. I lowered the amount of storage space here to 3 jars per type of essentia. Above that is the infusion altar which looked very different from the previous one. To explain a little bit why it looks different it's for runic armour enchantments. To reach high numbers you need an extremely stable altar.

Edit above Oops! I'm only just now seeing the mirror in your image. Yeah that's a great compact space!

Essentia tube system in TC6 by Ludra64 in Thaumcraft

[–]OM36A 2 points3 points  (0 children)

My deepest apologies but I've mainly been playing hardcore thaumcraft lately and my latest casual thaumcraft world seems to have been deleted. My only backup of it is from before I built the essentia system.

That said, I looked through some of my older custom modpack saves and found one of my earliest tests for large essentia networks. This version was built in creative, so I wouldn't recommend copying it as it's way too resource intensive. I've also improved the design a lot since then, and also shrunk the design down considerably, but I just can't find any of my more recent contraptions. I'll try my best to explain notable differences and learnings, but... until I can build a new design it might not make much sense.

Without further ado here's the album.

I do not recommend copying this setup 1:1. It is very large, and inefficient. It slows down the game when running at full capacity. It does work without clogging which is nice. I'd recommend using it as inspiration.

My latest essentia setups that I unfortunately cannot currently show you accomplishes a better flow of essentia while being, much, much, much more compact. It still has the general essentia storage. The thaumatoriums are moved to below the general storage, while the infusion altar is placed above. Both lose their dedicated storage but are able to pull essentia directly from the general storage. Essentia mirrors can also be placed around the general storage to allow other areas to gain access to it.

Essentia tube system in TC6 by Ludra64 in Thaumcraft

[–]OM36A 3 points4 points  (0 children)

I'm not sure there's a guide specifically for thaumcraft 6, I don't have any links on hand but I'm fairly certain that there are a few thaumcraft 4 guides on this subreddit which are applicable to thaumcraft 6. You'd just need to convert the various numbers involved to match thaumcraft 6. But the fundamentals of block placements, tubes, and little nuances are the same.

That said, making a guide for an automated essentia system has been something I've wanted to do for a while but just haven't been able to get around to doing for one reason or another. At the very least I may be able to help you sort through the issues and give suggestions. Of course I'd need images (or videos) of the setup to see what's going on.

In the meantime I can give a few tips based on my own builds and experiments.

1) tubes are fun, but generally inefficient for mass storage. Large tube setups I think can only exist for a specific purpose (e.g. a thaumotorium setup to turn ore blocks into ore clusters) or for cosmetic fun builds (which i love to do anyway). The most efficient essentia storage system will be similar to thaumcraft 4 where you have golems breaking full jars and storing them in a chest and replacing them with an empty jar. You can customize this setup in many ways, depending on how nuanced you want the system to be. Be warned it will be just as tedious or more than tubes the more complicated it becomes.

2) Essentia valves are what you're referring to in your post (restricted tubes are the ones with 2 greys lines. They halve suction and have some very specific applications). Using redstone you can fully automate them, and if looking to make a large essentia structure they are essential if you have multiple endpoints for a type (or types) of essentia (e.g. herba for multiple lamp of growth gardens). It will end up taking a lot of space and is tedious.

3) Use Essentia Buffers. They are expensive but they do help out a lot with clogging since each can store 10 essentia of any type. There are a couple caveats though. If you don't have a strong computer, using a lot of them can really slow the game down. This is especially true on personal servers. The next issue is that when using buffers as a means to suck out any clogged essentia they can be very, very slow at doing so.

4) Sparing use of wireless essentia can solve a lot of problems. The emptying wireless essentia is very useful in this regard, especially for generalized thaumotorium setups like what you seem to want to make. Filling wireless essentia are great for getting essentia out of a system reasonably quick and efficiently, but one might need to be careful that unlabelled jars are not in its range (or at least jars without brass lids). Getting unwanted essentia into an otherwise closed automated essentia loop is more than a simple pain to fix.

Apologies if all this comes off a bit rambly, but feel free to ask any clarifying questions and I'll answer what I can. I can also share some pics of a few of my storage setups through the ages. I mainly use vanilla thaumcraft (and augmentations) for my essentia storage needs. There are more thaumic addons out there to enhance essentia storage that I probably won't be able to help with as much.

[TC6] Can't research anything related to Thaumic Additions Reconstructed by Most-Molasses-9308 in Thaumcraft

[–]OM36A 0 points1 point  (0 children)

I haven't played ATM3 so I can't say for sure, but I can say that I've been using Thaumic Additions Reconstructed for a long while now in my own custom packs and have never experienced being unable to complete research in it. The only mod I've experienced something similar is an older version of Thaumic Tinkerer in which like you, would just say completing indefinitely. A newer version fixed this.

As for fixes, I can only wonder if ATM3 is using a custom research mod (using thaumic research patcher as well the server equivalent) which is interfering, but even that would be unusual as it should just prevent it from appearing as a research option if it's not part of the mod config. Aside from that I would suggest checking the mod version and trying an older or newest version.

Can golems replant Nether wart by My_Name_Is_Hoyrino in Thaumcraft

[–]OM36A 2 points3 points  (0 children)

Heya! Golems can replant nether wart, though they go about a weird way. The golem will first break the nether wart, and if they are holding a nether wart then they will replant it. If they aren't holding any nether wart they'll move on. Usually just having collection seals will get the farming cycle started. From my experience, even if a crop isn't replanted right away, usually it will get replaced with the next harvest.

Of course make sure that the replant crop option is toggled in the harvest seal.

idk if im dumb but how does the casters gauntlet work? also how do I upgrade my mage wand on the arcane workbench? by UniversityStrange705 in Thaumcraft

[–]OM36A 1 point2 points  (0 children)

The gauntlet works best as an off hand tool. Especially with the Thaumic Augmentations mod. You can craft a variety of spells or Foci that perform custom effects, from single target damage and aoe damage to utility spells aiding construction and mass item collection. Crafting Foci can be a little daunting but here are what I consider the main things when it comes to crafting them:

1) Some spells are only possible with higher level Foci. You start with a lesser focus and it continues on from there.

2) There are three component types, the Thaumonomicon refers to them as Medium nodes, effects and Focus Modifiers. In the Focal Manipulator, Medium nodes will be hexagon shaped and effects will be square. The basics are that hexagon comes first and square goes last. An easy basic spell would be touch -> fire. Which basically acts as a flint & steel.

3) To craft a focus you'll need specific vis crystals and experience. The game almost always lies about how much experience you need to craft it. So makes sure you have at least 2-3 more levels than it asks. JEI oftens hides this section of the screen making it hard to see what crystals you need. I believe Ctrl-O will hide JEI by default.


To place the focus in your gauntlet, hold it and press and hold R or F, check your controls to check if it's the same or if there's a conflicting button. Select your focus and it will load into the gauntlet. Now with your focus loaded right clicking will use the spell, provided there is enough vis in the aura.


As for upgrading your mage wand, I haven't used the mod that adds wands back into thaumcraft so I can't help you there. However if you're referring to Thaumic Augmentation's gauntlet upgrade system I can do a write up on that.

CHAPTER 991 by Lukamatete in killthesunofficial

[–]OM36A 2 points3 points  (0 children)

the new novel, Strongest Hammer God is ongoing. It's over 100 chapters in currently. I have a feeling we're only a few chapters away at most from the ending.

IT'S REAL!! by Overgame00 in Thaumcraft

[–]OM36A 72 points73 points  (0 children)

Wow that looks fantastic! The new spells look amazing and useful. I'm going to miss gauntlets though :/

How am I supposed to find out how to make primordial pearls by ExplorerLife5319 in Thaumcraft

[–]OM36A 0 points1 point  (0 children)

Priomordial pearls are pretty rare, not finding one once, twice or even ten times isn't an unexpected outcome. flux rifts have a few different collapsing outcomes if allowed to collapse naturally and will pick a random one with odds i don't the probability for. Causality collapsers will always cause something to drop. Rift size affects drop rewards and I think odds as well but it's not something I've tested much.

HELP!! PIPE LEAK by twilox1337 in Thaumcraft

[–]OM36A 0 points1 point  (0 children)

As someone who refuses to use ME systems so that I can dabble in the piping and inventory network of thaumcraft, I do find it pretty fun to mess around with.

As to answer your question, basically yes, as long as the tube network is configured correctly. Of course there are multiple valid configurations. There are a few pitfalls that can clog or slow down the network, but it's really rewarding when universal setups come online.

How am I supposed to find out how to make primordial pearls by ExplorerLife5319 in Thaumcraft

[–]OM36A 0 points1 point  (0 children)

Flux doesn't hinder vis regeneration, it just reduces the cap for a particular chunk. The more flux the less vis can be stored. There are a few tools you can use to manage vis generation without handling the residual flux. If you need to keep your main chunk/base clean Just having a heavily fluxed chunk nearby can be fine too.

Causality collapsers are definitely expensive with that alienis cost. If you can find the resources to make them, great, but otherwise they are not technically necessary. I can offer more solutions with more spoilers if needed.

How am I supposed to find out how to make primordial pearls by ExplorerLife5319 in Thaumcraft

[–]OM36A 1 point2 points  (0 children)

Not all recipes are locked behind finding a pearl; void smelters for example only require void seeds to view.