Please clarify your question/statement.On a server i play at the soul shards dont drop experience and it also doesnt spawn to its max capacity when in a towny town.
Please clarify your question/statement.On a server i play at the soul shards dont drop experience and it also doesnt spawn to its max capacity when in a towny town.
What could the problem be/how could it possibly be fixed?Please clarify your question/statement.
Boilers/turbines will produce a lot more EU for the same amount of solid fuel (it is 5,5 times more for largest boilers) but you must be sure that you will be able to supply sufficient amount of fuel for it to work all the time, heating boilers up is expensive.Also, wood for EU, generators or boilers/turbines, and why?
If you would allow me to rephrase, to see if I understood what is written...On a server i play at the soul shards dont drop experience and it also doesnt spawn to its max capacity when in a towny town.
Exactly, As you can see english is not my first language. thanks for correcting/making it more clear for others.If you would allow me to rephrase, to see if I understood what is written...
1. Mobs spawned by soul cages+shard don't drop XP.
2. They don't spawn as much when they are in a towny-protected area than when used in the exact same build outside.
Am I right assuming that it is what you meant?
The Minotaur's probably just a Minotaur, IDK anything about them.
Skeletons with hoes in their hands, there are spawners for those in some houses. They're only good for farming Gold through Alloy Furnaces, but they're not too hard to kill. Small blue things, just kill those too, don't remember what they are but I don't think they're too deadly.
Ah, well in that case, sorry for appearing rude. They may not be spawning as much in a towny area because they may not have enough room to spawn. Or the mob count is high in the town, thus the mob cap is stopping them some how. As for the XP not dropping... i suggest looking in the config files for the soul-shards and see if that is disabled some how. Ill check and see my own config files shorty... [i checked and there is no option for XP disabled...] you re not in creative mode are you?Exactly, As you can see english is not my first language. thanks for correcting/making it more clear for others.
No problem, english is not that easy to learn, and you are at least trying.Exactly, As you can see english is not my first language. thanks for correcting/making it more clear for others.
no im not in creative, mob spawning is only lower if we have per plot enabled mob spawning. if all the town is available for mob spawning it is spawning to their max capacity.Ah, well in that case, sorry for appearing rude. They may not be spawning as much in a towny area because they may not have enough room to spawn. Or the mob count is high in the town, thus the mob cap is stopping them some how. As for the XP not dropping... i suggest looking in the config files for the soul-shards and see if that is disabled some how. Ill check and see my own config files shorty... [i checked and there is no option for XP disabled...] you re not in creative mode are you?
In terms of Flux/Aura mechanics, what is the difference between Unstable Nodes and Dark Nodes??
lol, funny story: I wrote that1. Common Nodes are the garden-variety Aura Node you are most likely to encounter. They have no unique properties, and appear as an opalescent cloud, with a size proportional to the quantity of Vis they contain.
2.Pure Nodes naturally destroy some of the Flux they accumulate, without having to discharge it through the creation of Wisps, storms, etc. (though Flux in excess of the amount they can destroy will result in these effects). These nodes contain a bright, golden starburst in their center. They are often found in the lower trunks of Silverwood Trees.
3. Unstable Nodes generate Flux (in the form of Mutatio), and are in that sense the opposite of Pure Nodes. Unstable Nodes contain a shimmering spiral in their center, and rarely lack the unmistakeable sign of high Flux: radiant flashes of dark-purple lightning
4.Dark Nodes are sources of sinister forces, spewing forth malign and evil energies. Dark Nodes are hard to miss; they contain a large black vortex in their center, nearly as big as the opalescent cloud of the node itself. Dark Nodes can be quite dangerous, and containing their influence (or outright destroying them; see below) should be a priority for any thaumaturge who discovers one nearby.
A Unstable Node.
Stolen from
http://thaumcraft-3.wikia.com/wiki/The_Aura
Regardless, would I need 16 tier 1 shards to get one tier 5?True. It's, rather, a glitch that allows soul conversion. That sounds right, right?
You can use NEI delete mode. Deleting whole inventory may be suitable sometimes, but if you drag a stack of items on "recycle bin" in NEI interface with shift pressed while droping them, all items with the same ID and metadata will be deleted from your inventory, which is a lot more useful.Also, does anyone know of a fast way to get rid of a lot of items you already have in your inventory? Like a button that just deletes them?
Excuse me? Read it again: Nothing in my question contradicts anything I wrote in the wiki. The problem there isn't accuracy, it's vagueness---the description for Dark Nodes doesn't distinguish it from Unstable Nodes, because "dark and malign energies" has no mechanical meaning.So you added stuff to the wiki while not being sure if it was ture?
I may do that if I can't find any further detail elsewhere. It's a difficult thing to experiment on, though, as Flux / Aura mechanics are random, varied and complex.I would suggest starting a test world and get some more data.
I may do that if I can't find any further detail elsewhere. It's a difficult thing to experiment on, though, as Flux / Aura mechanics are random, varied and complex.