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It's just that it fills the node fabs RF requirement in seconds, bur the creative cells struggle and need to be spammed.
For testing purposes I just whacked a creative capacitor bank under each node fab set the output to the top.
The node generator is a closed issue. You have to put 2 of them facing each other 5 blocks apart, fill both of them with RF, fill one of them with auram and the other with vitium and right-click one of the two with a wand. It does work correctly. I just tested it 3 time in a row.
The node generator is a closed issue. You have to put 2 of them facing each other 5 blocks apart, fill both of them with RF, fill one of them with auram and the other with vitium and right-click one of the two with a wand. It does work correctly. I just tested it 3 time in a row.
So the thing only creating air nodes is intended and the type of vis is determined by biome? (they were all air becasue the flat test world was all plains)
If so it should be added to the Thaumonomicon entry. Mentioning what kind of biomes produce what kinds of vis node, failing that mention that biome affects the outcome.
Because if that was mentioned this wouldn't have been reported as an issue. Chances are the Node Fab was always functional and our perception of it being broken was based off of the vauge thaumonomicon entry.
In otherwords we didn't know what it did so we though it was broken. Because what I'm reading in the thaumonomicon is not matching what I see it doing.
The word "taint" in the thaumo entry really needs to be "vitium essentia" becasue when I was testing I was pondering how to get actual taint in to the fabricators so I was splashing taint goo and crust everywere assuming it would somehow absorb it all.
It would be like saying you have this block that's powered by water; One would try to put water in to the thing and wonder why it isn't working. But what the hypothetical block actually needed was water vis.
The node generator is a closed issue. You have to put 2 of them facing each other 5 blocks apart, fill both of them with RF, fill one of them with auram and the other with vitium and right-click one of the two with a wand. It does work correctly. I just tested it 3 time in a row.
So the thing only creating air nodes is intended and the type of vis is determined by biome? (they were all air becasue the flat test world was all plains)
If so it should be added to the Thaumonomicon entry. Mentioning what kind of biomes produce what kinds of vis node, failing that mention that biome affects the outcome.
Because if that was mentioned this wouldn't have been reported as an issue. Chances are the Node Fab was always functional and our perception of it being broken was based off of the vauge thaumonomicon entry.
In otherwords we didn't know what it did so we though it was broken. Because what I'm reading in the thaumonomicon is not matching what I see it doing.
The word "taint" in the thaumo entry really needs to be "vitium essentia" becasue when I was testing I was pondering how to get actual taint in to the fabricators so I was splashing taint goo and crust everywere assuming it would somehow absorb it all.
It would be like saying you have this block that's powered by water; One would try to put water in to the thing and wonder why it isn't working. But what the hypothetical block actually needed was water vis.
What are those faulty items supposed to be?
Version of Technomancy; 1.7.10 Technomancy 0.9.0 beta-c
Thaumcraf 4; Thaumcraft-1.7.10-4.2.1.4
TC Addons; ThaumicExploration-1.7.10-1.1-29, ThaumicTinkerer-2.5-1.7.10-161, Forbidden Magic-1.7.10-0.55, Thaumcarpentry-0.0.1.5-1.7.10.
What are those faulty items supposed to be?
Version of Technomancy; 1.7.10 Technomancy 0.9.0 beta-c
Thaumcraf 4; Thaumcraft-1.7.10-4.2.1.4
TC Addons; ThaumicExploration-1.7.10-1.1-29, ThaumicTinkerer-2.5-1.7.10-161, Forbidden Magic-1.7.10-0.55, Thaumcarpentry-0.0.1.5-1.7.10.
What are those faulty items supposed to be?
Version of Technomancy; 1.7.10 Technomancy 0.9.0 beta-c
Thaumcraf 4; Thaumcraft-1.7.10-4.2.1.4
TC Addons; ThaumicExploration-1.7.10-1.1-29, ThaumicTinkerer-2.5-1.7.10-161, Forbidden Magic-1.7.10-0.55, Thaumcarpentry-0.0.1.5-1.7.10.
1.7.10 Technomancy 0.9.0 beta-d is now available. It provides a fix for the condenser, an update to the thaumonomicon entry for the node generator, a fix for the energized rod recipe and crashing when linking wireless coils.
1 Iron Ore -> 1 1XPurified Iron Ore: 9000 LP
1 1XPurified Iron Ore -> 2XPurified Ore: 73,200 LP
If so, it just feels like these numbers are really high. I have a tier 5 blood altar with a Well of suffering, many, many runes of sacrifice and speed, and 60 witches and it can not seem to keep up with a steady stream of raw and 1x purified ores.
Possible bug: When I placed Node Fabricators closer together than 5 blocks with some essentia tubes running to my creative jar and attempted to activate them, I got a class cast exception because it tried to cast the essentia tube to a fabricator, may want an "instanceof" before the cast.
The Dynamos can not be rotated.
Eldritch consumer appears to generate an infinite amount of essentia. For example it eats an iron block for 6 metallum, and will easily fill 256 essentia worth of jars. If the block eaten has multiple essentia, only one will be pumped out forever.
Botanical Purifier does not display it's mana content when holding a wand of the forest, and you can not click on the block with the wand to refresh it.
Momentary lighting flicker between items being processed when processing a stack is a little jarring and causes framerate spikes. This applies to all the purifying machines.
Is the github repository up to date? I tried downloading the 1.7.10 branch and building it, but was unable to get it to fully work. What I did get to work crashed the game. If not, I can try to help correct some of these issues if the code gets brought up to current state.