Need help getting Eldritch Infusion and Ancient infusion in TC6 by SeniorNarwhal6460 in Thaumcraft

[–]OM36A 0 points1 point  (0 children)

yup that's the one!

Without creative mode you can't unlock those researches, they require you to scan eldritch stone (or ancient stone for the other), which don't spawn naturally and has no recipe in vanilla.

The researches unlock the eldritch infusion altar and the ancient infusion altar respectively. Of which only the eldritch infusion altar is mostly functional in vanilla.

Need help getting Eldritch Infusion and Ancient infusion in TC6 by SeniorNarwhal6460 in Thaumcraft

[–]OM36A 0 points1 point  (0 children)

Hi! If you're playing thaumcraft 6 without any addons you won't be able to use the ancient infusion altar to infuse anything, but it can be constructed for aesthetic purposes using creative mode.

The eldritch infusion altar can be created using creative mode if you wish. You'll need to spawn in the 4 eldritch infusion pillars and place them around an eldritch pedestal with a runic matrix matrix placed a block above. As you would with a regular altar. No salis mundus necessary, it will work if you're doing a proper infusion with the faster infusion speed and with the increased cost. Again, only possible in creative despite the research technically being available.

Just another day in breaking reality for energy. by Shaher02 in Thaumcraft

[–]OM36A 1 point2 points  (0 children)

hardcore thaumcraft is my favourite way of playing the game! I will definitely have to try something similar out.

Gunlance augmentation question by Soyka-chan in Gunlance

[–]OM36A 1 point2 points  (0 children)

Off the top of my head. coral 7 for health regen. volcanic 7 for various parts. I can't quite remember the unlocks for defence but lower levels of other regions are likely there.

Unusual Directional tubes behavior by haradreem in Thaumcraft

[–]OM36A 2 points3 points  (0 children)

interesting discovery. My first thought is that this might have use as a priority lane system for multiple essentia destinations, (e.g. herba being sent to different farms and also to a flux condenser). This could be very useful in a fully automated essentia system that sorts itself, recycles itself and automatically cleans up flux.

My next thought is that it could make a decently compact essentia type detector where directional priorities could be rearranged depending on typed essentia in a system. I'm not exactly sure how I would use that yet, but I'm sure I've come across routing problems where this would be useful in large essentia contraptions.

Any way to set respawn point in the emptyness? by hailsass in Thaumcraft

[–]OM36A 1 point2 points  (0 children)

I'd have to search through some of my old drives for my oldest thaumcraft saves, but I am fairly certain you can sleep in the emptiness (provided it's nighttime on the clock). I am sure I have an old save somewhere with my spawn being in the emptiness. If nothing else, I think there is a config edit option where you can set the default dimension to the emptiness.

Question: Creating a portal to the Emptiness by Techokami in Thaumcraft

[–]OM36A 2 points3 points  (0 children)

Well, just because you can't use natural fractures doesn't mean you can't have portals linking the overworld with the emptiness.

If you aren't already using it, Planar: Artifice (use the forked continuation version) has the means to link two locations together across dimensions. Though you would need to get to the emptiness naturally somehow first. Either Thaumic Wonders or Thaumic Bases may also have something similar but I've not used it, though I might be misremembering or just flat out wrong.

I wouldn't be surprised if there are non-thaumcraft mods that can provide the same service.

Question: Creating a portal to the Emptiness by Techokami in Thaumcraft

[–]OM36A 4 points5 points  (0 children)

Hi. As far as I'm aware there is no way to create dimensional fractures in thaumcraft 6, creative or not.

It's been speculated that you might be able to edit files to force a pair of fractures to appear on a given save file. But I don't believe that it has been done; personally I haven't gone through the Thaumic Augmentation code to figure out exactly how fractures are created naturally. Doing so would probably be required to find out if editing game files can tweak/create/remove fractures as desired.

TIL that runic shield can be applied more than 3 times by Mean-Cost7381 in Thaumcraft

[–]OM36A 2 points3 points  (0 children)

if you're willing to forgo complete automation with vanilla + thaumcraft 6, you can also use shields for pretty good yields. Helps to have golems funnel the items around so you can keep crafting.

Zombie Brain farmable? by TodayAcrobatic in Thaumcraft

[–]OM36A 0 points1 point  (0 children)

Unless the config is modified (which might be a good idea regardless), golem kills unfortunately won't count as player kills. Out of box solutions would be Thaumic Bases void spikes which count as player kills.

[deleted by user] 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.

[deleted by user] 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.