So I have a problem.

  • Please make sure you are posting in the correct place. Server ads go here and modpack bugs go here
  • The FTB Forum is now read-only, and is here as an archive. To participate in our community discussions, please join our Discord! https://ftb.team/discord

EternalDensity

New Member
Jul 29, 2019
1,428
2
0
Well DireWolf is semi-taming them with MFFS, but if you can do that then you might as well use that on the wisps.
 

Vtecem

New Member
Jul 29, 2019
119
0
0
So an update...
n3VxZ1R.png


The thing that worries me the most is that I cannot see my node.... I wonder how many more of these f*(&%ers there are.... this screen shot almost killed me.... sigh.....

My God! It's full of stars!
 

Zivel

New Member
Jul 29, 2019
134
0
0
Jm4fYZj.png


Just a follow up on the wisp infestation, I have cleared the room. Two enchanted wands of lightning later and a lot of dead wisps. Still have high flux but it did drop to medium for a bit there so I think I can get it back to normal with a bit more wisp killing. I have killed two withers here so the room works. So nah nah nah to those who said it was a lost cause.
 
  • Like
Reactions: Zmaster27

Phycoz

New Member
Jul 29, 2019
37
0
0
Can withers still break warded stone, now that it has been bedrockicized?
According to some Mindcrack videos, it is possible for him to break it for a split second, but only if he's tracking you through some warded glass basically.
It instantly re-appears though, but it's just enough time for him to get out.

Go to 19:28


Shouldn't have problems if it's a room to fight him in, his explosions can't break it.
 

DoctorOr

New Member
Jul 29, 2019
1,735
0
0
According to some Mindcrack videos, it is possible for him to break it for a split second, but only if he's tracking you through some warded glass basically.
It instantly re-appears though, but it's just enough time for him to get out.

Yeah, he didnt break it, he glitched though it like cows can.
 

MrZwij

New Member
Jul 29, 2019
452
0
0
Has anyone tried the less-scary combination of iron golems and wisps?

BTW, in the time I built my big underground rebel base on our server, never touching Thaumcraft, my flux went from minimal to HIGH. Gawd I hate incompetent Thaumcrafters.
 

jnads

New Member
Jul 29, 2019
248
0
0
To answer my own question, yes, this totally works. They fight it out. As DW20 would say, nice.
I would think so, but don't wisps do ranged attacks? I wouldn't think the golems would fare very well.

Portal turrets would honestly work the best. Their firing range is extreme.
 

MrZwij

New Member
Jul 29, 2019
452
0
0
I would think so, but don't wisps do ranged attacks? I wouldn't think the golems would fare very well.

Portal turrets would honestly work the best. Their firing range is extreme.
It's slow, tough and strong vs. nimble and weak. I built my test in a glass box, so the golem has a huge advantage (he usually two-shots wisps). They usually get a few licks in first though. It's cool to watch the golem tracking the free-flying wisps. They're safe up high, but if they dip too low in the wrong spot they're screwed.

Gonna go try turrets now ... :)
 

MrZwij

New Member
Jul 29, 2019
452
0
0
OK, turrets are, uh, terrible. :D It appears that they take some time to target the wisps before firing, which the wisps perceive as an hostile act. So they zap the turret, killing it in one shot.

The biggest problem with golems is that they're dumb. They sometimes stand there and take shot after shot before hitting the wisp again. The wisps never attack first (at least the ones from the wisp spawner don't).
 

jnads

New Member
Jul 29, 2019
248
0
0
OK, turrets are, uh, terrible. :D It appears that they take some time to target the wisps before firing, which the wisps perceive as an hostile act. So they zap the turret, killing it in one shot.
Yeah, they are pretty weak, health-wise. You want to keep the portal turret far, far away.

In Beta A they had a ridiculous 40 block firing range. And, once they start firing, they have a high knock-back value, so the wisps probably wouldn't get close.

IIRC, if you grab one with a portal/gravity gun, it will still attempt to find a firing solution (could be wrong). Mobile machine gun.
 

MrZwij

New Member
Jul 29, 2019
452
0
0
Yeah, they are pretty weak, health-wise. You want to keep the portal turret far, far away.

In Beta A they had a ridiculous 40 block firing range. And, once they start firing, they have a high knock-back value, so the wisps probably wouldn't get close.

IIRC, if you grab one with a portal/gravity gun, it will still attempt to find a firing solution (could be wrong). Mobile machine gun.
Looks like it's 16 blocks now by default :(.

On that note, I can't find a config file for Portal Gun that has any meaningful options for turrets. The wiki says to look under /minecraft/mods/portalgun, but there's no such folder. There's a portalgun.cfg file in /minecraft/configs, but it doesn't have any of these options.
 

jnads

New Member
Jul 29, 2019
248
0
0
Looks like it's 16 blocks now by default :(.

On that note, I can't find a config file for Portal Gun that has any meaningful options for turrets. The wiki says to look under /minecraft/mods/portalgun, but there's no such folder. There's a portalgun.cfg file in /minecraft/configs, but it doesn't have any of these options.
Yeah, I noticed a lot of stuff was stripped out. Not sure if you can add it in to alter the settings.

Also, IIRC portal turrets can fire through Iron Bars, so you can use those to protect them. Make a cage.
 

Molten

New Member
Jul 29, 2019
338
0
0
Looks like it's 16 blocks now by default :(.

On that note, I can't find a config file for Portal Gun that has any meaningful options for turrets. The wiki says to look under /minecraft/mods/portalgun, but there's no such folder. There's a portalgun.cfg file in /minecraft/configs, but it doesn't have any of these options.


Look in your save folder. "your world" / portal gun world. Loads of configs in there.

Just be advised those configs below may not be default as I forget what changes I made.

turrets {
# Chance of a sentry turret to change into an oracle turret.
# 0 = Every time.
# 1 = 50% chance
# 2 = 33% chance... etc
# Set to -1 to disable.
I:differentChance=33

# What is the range of the turret's serenade? (in blocks)
I:serenadeRange=64

# Boolean:
# Do oracle turrets only serenade when they see the player?
I:serenadeWhenSeen=1

# Can turret bullets break glass?
# 0 = No.
# 1 = Yes, glass panes only
# 2 = Yes, glass panes and blocks
I:turretBulletsBreakGlass=1

# Turret's Damage
# Default: 2
I:turretDamage=2

# Boolean:
# Does a turret drop an item when it dies?
I:turretDrops=1

# Additional turret exceptions
# Written in string form of the class (including package).
# Note that using net.minecraft.src will not actually work.
# Format: <classname>, <classname>, <classname>
# Eg: thaumcraft.world.EntityThaumSlime, thaumcraft.world.EntityWisp, net.minecraft.src.gb_EntityGibs
S:turretExceptions=

# Turret's explosion magnitude when on fire
# Default: 15
I:turretExplosionMag=15

# Boolean:
# Are turrets invincible?
I:turretIsInvincible=0

# Turret Exception modes. (Larger number = more exceptions)
# Turrets will not attack players on peaceful.
# 1 = Attacks everything
# 2 = Ignores players and tamed pets
# 3 = Ignores animals and villagers
# 4 = Ignores mobs
I:turretMode=3

# Turret's range of fire (in blocks)
I:turretRange=20

# Can turrets see through glass?
# 0 = No.
# 1 = Yes, but it doesn't fire.
# 2 = Yes, and it fires at target.
I:turretSeesThroughGlass=0

# Boolean:
# Can turrets see through (only) wall portals?
I:turretSeesThroughPortals=1
}
 
  • Like
Reactions: jnads and MrZwij