Thaumcraft, Tinker's Constructs and Logistics Pipes

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namiasdf

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Jul 29, 2019
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(a) ThaumCraft (1.4.7):

Aside from bees/frames, golems and thaumium armour, what else is there for Thaumcraft that's really useful? I hear about people using PowerConverters to convert aura (crystals?) into energy, that might be worth looking into. What can you do with the end game Thaumcraft? I am trying to justify dedicating/setting aside a part of my base to Thaumcraft.

(b) Tinker's Construct (1.4.7):

This version does not have the smeltery, so I do not have access to the higher tier metals. I am fine with the little bit I can do with the paper/iron/whatever else. I will be mainly using this mod to create weapons as I am quite satisfied with my drill/laser/chainsaw/rock cutter. I hear armour is going to be released and hopefully it gets adapted into 1.4.7, again without the smeltery. What do you guys do with TiCo? I feel like it offers you powerful tools in the early game. It'll also cost you a lot less to make, say a pick axe. (2 iron instead of 3 + 2 sticks?)

(c) Logistics Pipes (1.4.7):

What can you do with this mod that AE cannot already do? I am aiming to utilize its ability to turn my AE system, interdimensional as I am staying on 1.4.7, but aside from that I can't really seem to justify using LP in place of AE, considering that my AE infrastructure is really quite strong now. What are you inventive ideas, aside from AE-LP combinations that lead to wireless access/interdimensional access. (i.e. Wireless request of LP from AE-interface into enderchest/ender pouch combination)
 

Omicron

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Jul 29, 2019
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(a) Define "really useful". A lot of people can tell you about a lot of items, but whether they are useful to you or not depends on what you're looking for. Example: The boots of the traveler are really good footgear, but if you make a habit of running around in quantum armor then you probably won't care.

(b) Tinker's Construct in that early version is pretty much what you describe: strong, cheap tools for little to no effort. Only in later versions the gameplay and progression started to get fleshed out (and it's still not done yet).

(c) What can logistics pipes do that AE cannot? Keeping an inventory stocked with a specific number of items, for instance. They also don't require power to operate, and are a lot less boring to look at. ;)
 

Bibble

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Jul 29, 2019
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Firstly, I wouldn't hold out hope of any backports of updates to 1.4.7. The mods are currently on 1.5 and are working on 1.6, and they need enough work to get that working that they won't be replicating the effort to port to an old version.

Thaumcraft I quite like, there's transmutation (including to things like copper and tin, which no other mod adds). The armour is quite neat (I like my goggles of revealing). All the TC weapons/armour get custom enchants like Repair, meaning that they are very difficult to break. Wands and the higher tier items can be better than the electric versions (Pick of the Core with Repair, Efficiency and Fortune can auto-double even things like Iron ore, with a little extra, too). The advanced machines (Arcane Bore, Crystal Core) are more specialised. The portable hole is awesome.

From what I can gather, Tinkers Construct really started taking off when the smeltery was added. The lower tier tools are nice, but can't compare to the higher ones.


Again, if you are hanging on with 1.4.7, expect all mods to remain as is right now.
 

namiasdf

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Jul 29, 2019
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(a) Define "really useful". A lot of people can tell you about a lot of items, but whether they are useful to you or not depends on what you're looking for. Example: The boots of the traveler are really good footgear, but if you make a habit of running around in quantum armor then you probably won't care.

(b) Tinker's Construct in that early version is pretty much what you describe: strong, cheap tools for little to no effort. Only in later versions the gameplay and progression started to get fleshed out (and it's still not done yet).

(c) What can logistics pipes do that AE cannot? Keeping an inventory stocked with a specific number of items, for instance. They also don't require power to operate, and are a lot less boring to look at. ;)
Well, I am just wondering what people have done with TC in terms of a system. I wouldn't mind getting all the way down the tech tree, play around with some of the things. Thinking long term, I want to have some sort of goal in mind. If you can indeed convert aura into power, I might integrate that into my EU generating system. I do want to get into thaumic bees/frames as well. There is just a lot of things I'm probably unaware of in that mod, aside from what I've seen from Etho. Personally, I am just looking for another system to automated, with an end goal of giving me something I can use somewhere else, make a system with that, blah blah blah... You get the point.

Well TiCo for now will be having fun with weapons then. I don't really like the nano saber and was going to run around in quantum with an enchanted diamond sword. This just gives me more options as to what I can do. Though I will be running an MFR mob system, so enchants and cool things on my weapons isn't that big a deal, this is just another route I guess. Can you do the gold block + diamond to add one more mod, infinite times? I'm guessing there is a limit, but is still curious.

The spotlight I saw required energy. You could draw energy from an ME interface, specifically for the purposes of linking AE networks interdimesionally. I guess I could use LP where my machines require specific amounts, but that's not in many places. The usual problem I require a solution to is, "if system has greater than x, process this or that". Easily achievable by level emitter. Can the same functionality be achieved using LP? Where the storage is kept at a certain amount and when it is above that limit, allow the sending out of those items for other processing?

e.g. Honey drops. I keep a couple hundred or so for when I am breeding in stock, the rest gets squeezed for biomass/scented paneling.[DOUBLEPOST=1375363017][/DOUBLEPOST]
Firstly, I wouldn't hold out hope of any backports of updates to 1.4.7. The mods are currently on 1.5 and are working on 1.6, and they need enough work to get that working that they won't be replicating the effort to port to an old version.

Thaumcraft I quite like, there's transmutation (including to things like copper and tin, which no other mod adds). The armour is quite neat (I like my goggles of revealing). All the TC weapons/armour get custom enchants like Repair, meaning that they are very difficult to break. Wands and the higher tier items can be better than the electric versions (Pick of the Core with Repair, Efficiency and Fortune can auto-double even things like Iron ore, with a little extra, too). The advanced machines (Arcane Bore, Crystal Core) are more specialised. The portable hole is awesome.

From what I can gather, Tinkers Construct really started taking off when the smeltery was added. The lower tier tools are nice, but can't compare to the higher ones.


Again, if you are hanging on with 1.4.7, expect all mods to remain as is right now.

Well I am not relying on it. I will concede that. It shouldn't be too hard for me to figure out a way to get the armour in, unless they require nether quartz or any other world gen that doesn't exist in 1.4.7. I realize my stubbornness will keep me in the dark ages.

Can you/is it practical to automate the cauldrons? I am more so looking for a way to generate x through automated systems and then consume them in another process to generate y. It's not that I even have an "end" goal in mind. It just keeps me busy, haha.