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ecco7777

infused crops and tablet of necromancy

Jul 15th, 2017
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  1. Basics
  2.  
  3. In case you've understandably never heard of them, infused crops are a little feature added to Thaumic Tinkerer that were largely ignored because half of them are mostly useless. As their name suggests, you get your first infused seeds by infusing regular wheat seeds with four shards of your choice along with half a jar of meto and messis, as shown in the thaumonomicon. When planted in tilled soil, these seeds turn it into a special type of farmland to differentiate it from your normal farms. The crops still need light to grow, but they don't need water at all and the soil can't be trampled, thankfully. They take quite a while to grow - just under an hour and a half on average, unenhanced (more on that later) - but otherwise they grow in stages similar to wheat. However, you can't do much with just the primal crops, which brings us to...
  4. Breeding
  5.  
  6. No punnett squares necessary.
  7. If you ever want to get anything actually useful out of your crops, you're going to need more than just the primal-aspected seeds you can make in the infusion altar. To do so, you need to breed them together. Whenever a mature infused crop is harvested, it deposits one corresponding aspect into the soil that it was grown on, as can be seen via goggles of revealing. Each plot of soil can only hold a maximum of 20 aspect residue total, with any deposited afterwards replacing one of the others randomly, but realistically that's unlikely to ever matter.
  8. After the soil has some aspect residue in it, any mature crops harvested on that plot will have a chance of mutating into a new aspect so long as the crop's and soil's aspects can combine to make a new one. For example, if you had soil with some ordo residue in it and planted a perditio seed on it, it would have a chance of turning into a permutatio seed when harvested. All combinations are the same as they would be when combining aspects in a research table, as expected, and any aspects added by mods can also be created (though I would advise against doing so, for reasons explained below). Also, despite what the thaumonomicon entry says, you do not need "high" amounts of aspect residue in the soil for the mutation to occur - it increases the chance, but mutations aren't that rare to begin with, and they can occur with only one aspect residue in the soil.
  9. Imgur album, for those that prefer it.
  10.  
  11. It's worth noting that the seed is the only thing that changes in such an occurrence - using the previous example, the harvested perditio crop would still deposit one perditio aspect residue into the soil and give the drop for perditio crops, despite turning into a permutatio seed. In addition, in the event that the harvested crop can combine with multiple different aspects in the soil, it appears to always do so with the aspect that has the highest quantity in the soil - planting an ordo crop on soil with five ignis residue and four aer residue seems to always produce potential if it mutates, and never any motus.[Confirmation necessary]
  12. Improvement
  13.  
  14. Who needs warp to lose sanity?
  15. Now that you've gotten seeds of all the compound aspects you want, you're probably thinking "Wow, these things are terrible!" Thankfully, infused seeds can be upgrades in the form of primal tendencies in order to make them better. Before I explain how to do so, one thing must be made absolutely clear: Primal aspect tendencies are not the same thing as soil aspect residue. Aspect tendencies will never mutate seeds and soil residue amounts won't affect the crop's behavior. In addition, the six primal aspected seeds can't accept any tendencies.
  16.  
  17. Every compound-aspected seed can accept up to 50 total primal tendencies in any combination, though since all the effects are exponential it's most beneficial to go with all 50 in one type. Aer tendency makes the crop receive tendencies easier (including aer), calculated as a 1/(25,500 - 10aer2) chance per tick. Ignis tendency will increase the chance for the crop to mutate when harvested - specifically, the chance is calculated as [(Ignis + 1)*(residue2)]/10 , where residue is the amount of combinable residue in the soil. Terra tendency increases the amount of aspect residue left in the soil when harvested. Specifically, there's a terra/55 chance of adding a bonus residue and rerolling until it doesn't do so. Perditio tendency allows the crop to drop two seeds when harvested, calculated as perditio2/10,000 for a maximum of a 25% chance. If a crop drops double seeds in this way, the second seed will have the same tendencies as the crop harvested. Ordo tendency gives the crop a chance to give multiple drops, calculated as ordo/75, for a maximum of a 67% chance after rounding. If a crop drops double the amount in this way, it also rolls again to potentially drop triple the amount. Finally, aqua tendency speeds up the crop's growth rate, with the rate being calculated as 1/[15,060 - 6(aqua2)] per tick, for a maximum of a 1/60 chance per tick. Since the crops have to grow seven times to reach maturity and there are 20 ticks per second, a crop with 50 aqua tendency would grow to maturity in an average of 21 seconds. (All numerical values shamelessly stolen from /u/Bethalus's research based on the source code.)
  18.  
  19. That said, actually getting 50 tendency into any given seed will is a long and tedious process. Seeds gain tendency in one of two ways - being near a crop of the given aspect, or siphoning it from a nearby crop with an equal or greater amount of the tendency. Since your seeds won't have any tendencies to begin with, you have to start off with the former. It's a fairly slow process, but with if you surround the desired crop on all four sides with the primal crop of your choice, it should have enough by the time it reaches maturity. However, this method can only raise a crop's tendency to 5, after which point you need to use the second method. Simply placing two crops with the same amount of tendency next to each other will eventually cause one to 'steal' a tendency from the other - two crops with 5 aqua tendency placed next to each other will eventually produce one seed with 6 aqua tendency and 4 aqua tendency, for example. However, after doing so, the crop that now has the lower tendency can still siphon off of the greater reverting any progress that was made unless they're harvested or otherwise separated from each other. In addition, tendencies are only shown in the seed's tooltip, so there's no way to tell whether or not the crop has already gained the tendency you want before harvesting it, unless you have a way to read NBT data. Note that a crop with 50 tendencies will still attempt to siphon off aspects from nearby crops that also have 50 tendencies, even if they're in the same aspect, which will result in the tendency simply being lost. You might also notice that crops with tendencies will sometimes give off some aspect bubbles (the same as those used by the infusion altar) to nearby crops, but this doesn't appear to actually mean anything as far as I can tell - at the very least, it doesn't indicate that tendencies have been transferred.
  20. Drops
  21.  
  22. Loot? But this is just random junk...
  23. Aside from aer, aqua, terra, and ignis crops (which all drop their respective grains), infused crops generally produce a large amount of something that vaguely relates to their aspect. Although it's possible to breed crops for any aspect added by other mods, these won't actually produce anything. Instead, they (plus Volatus, for some reason) crash the client of the person harvesting them and drop nothing at all, or crash the entire server if harvested by a nonplayer entity, though they still leave residue in the soil. Below is a list of the drops for the aspects that don't do so.
  24. Aspect Product
  25. Aer 1 Aer Infused Grain
  26. Alienis 4 Ender Pearls, 4 Eyes of Ender, or a Bucket of Resonant Ender
  27. Arbor Anything with an oredict tag including wood.
  28. Aqua 1 Aqua Infused Grain
  29. Auram 1 Ethereal Essence (random aspect)
  30. Bestia Random mob spawn egg. Most will be for entities that can't actually be spawned, such as thrown snowballs or dropped items, but this can also include entities added by other mods so long as the metadata is within 0-23.
  31. Cognitio 64 Paper, 32 Books, 16 Bookshelves, or 1 Enchanted Book (enchanted at level 1)
  32. Corpus 16 Obsolete Zombie Brains (aspectless, inedible, and completely useless)
  33. Exanimus 32 Rotten Flesh
  34. Fabrico 32 Blocks of Smokey Quartz or 16 Alchemical Furnaces
  35. Fames 16 Nether Wart
  36. Gelum 16 Snowballs or 1 Blizz Rod
  37. Herba Anything with an oredict tag including sapling
  38. Humanus Any random golem animation core.
  39. Ignis 1 Ignis Infused Grain
  40. Instrumentum 1 Thaumium Axe or 1 Thaumium Shovel
  41. Iter 8 Arcane Stone Bricks
  42. Limus 16 Slime Balls or anything with an oredict tag including slime
  43. Lucrum 4 Gold Ingots
  44. Lux 16 Glowstone Dust, 4 Nitor, or 1 Hyperenergetic Nitor
  45. Machina 8 Pistons or anything with an oredict tag including gear
  46. Messis 32 Wheat
  47. Metallum 4 Iron Ingots or anything with an oredict tag including iron
  48. Meto 1 Thaumium Hoe
  49. Mortuus 32 Bones
  50. Motus 10 Track or 1 Booster Track, Detector Track, or Track
  51. Ordo 64 Glass
  52. Pannus 16 White Wool, 15 String, or 4 Colored Wool
  53. Perditio 64 Sand
  54. Perfodio 1 Thaumium Pick
  55. Permutatio 4 Copper Ingots or 4 Cinnabar Ore
  56. Potentia 12 Alumentum
  57. Praecantatio Anything with an oredict tag including shard
  58. Sano 1 Golden Apple or Cake if playing singleplayer, otherwise nothing.
  59. Sensus 20 Lapis
  60. Spiritus 64 Soul Sand, 64 Netherrack, or 1 Nether Brick
  61. Telum 1 Thaumium Sword
  62. Tempestas 100 Cloud Blocks or Nothing (Attempts to give you an empty air block, which obviously can't be done)
  63. Tenebrae 10 Obsidian
  64. Terra 1 Terra Infused Grain
  65. Tutamen 1 Diamond Helmet, Chestplate, Leggings, or Boots
  66. Vacuos Anything with an oredict tag including bucket, plus regular empty buckets
  67. Venenom 16 Quicksilver
  68. Victus 8 Eggs
  69. Vinculum 4 Cobwebs
  70. Vitium 4 Tainted Goo
  71. Vitreus 1 Diamond
  72.  
  73. public enum EnumMobAspect {
  74.  
  75. SnowMan(EntitySnowman.class, new Aspect[]{Aspect.WATER, Aspect.WATER, Aspect.MAN}),
  76. Bat(EntityBat.class, new Aspect[]{Aspect.AIR, Aspect.AIR, Aspect.FLIGHT}, 1.9f, -0.3f),
  77. Blaze(EntityBlaze.class, new Aspect[]{Aspect.FIRE, Aspect.FIRE, Aspect.FIRE}),
  78. BrainyZombie(EntityBrainyZombie.class, new Aspect[]{Aspect.MAGIC, Aspect.UNDEAD, Aspect.FLESH}, "Thaumcraft."),
  79. Firebat(EntityFireBat.class, new Aspect[]{Aspect.FLIGHT, Aspect.FIRE, Aspect.MAGIC}, 1.9f, -0.3f),
  80. CaveSpider(EntityCaveSpider.class, new Aspect[]{Aspect.BEAST, Aspect.POISON, Aspect.POISON}),
  81. Chicken(EntityChicken.class, new Aspect[]{Aspect.CROP, Aspect.FLIGHT, Aspect.BEAST}),
  82. Cow(EntityCow.class, new Aspect[]{Aspect.BEAST, Aspect.EARTH, Aspect.BEAST}),
  83. Creeper(EntityCreeper.class, new Aspect[]{Aspect.MAGIC, Aspect.BEAST, Aspect.ELDRITCH}),
  84. Enderman(EntityEnderman.class, new Aspect[]{Aspect.ELDRITCH, Aspect.ELDRITCH, Aspect.MAN}, 0.3f, 0.0f),
  85. Ghast(EntityGhast.class, new Aspect[]{Aspect.FIRE, Aspect.FLIGHT, Aspect.FLIGHT}, 0.1f, 0.2f),
  86. EntityHorse(EntityHorse.class, new Aspect[]{Aspect.BEAST, Aspect.BEAST, Aspect.TRAVEL}),
  87. VillagerGolem(EntityIronGolem.class, new Aspect[]{Aspect.METAL, Aspect.METAL, Aspect.MAN}, 0.3f, 0.0f),
  88. LavaSlime(EntityMagmaCube.class, new Aspect[]{Aspect.FIRE, Aspect.SLIME, Aspect.SLIME}, 0.6f, 0.0f) {
  89. @Override
  90. protected Entity createEntity(World worldObj) {
  91. return setSlimeSize(super.createEntity(worldObj), 1);
  92. }
  93. },
  94. MushroomCow(EntityMooshroom.class, new Aspect[]{Aspect.BEAST, Aspect.EARTH, Aspect.CROP}),
  95. Ozelot(EntityOcelot.class, new Aspect[]{Aspect.BEAST, Aspect.EARTH, Aspect.ELDRITCH}),
  96. Pig(EntityPig.class, new Aspect[]{Aspect.BEAST, Aspect.EARTH, Aspect.TRAVEL}),
  97. PigZombie(EntityPigZombie.class, new Aspect[]{Aspect.UNDEAD, Aspect.FLESH, Aspect.FIRE}),
  98. Sheep(EntitySheep.class, new Aspect[]{Aspect.EARTH, Aspect.CLOTH, Aspect.BEAST}),
  99. Silverfish(EntitySilverfish.class, new Aspect[]{Aspect.METAL, Aspect.METAL, Aspect.EARTH}),
  100. Skeleton(EntitySkeleton.class, new Aspect[]{Aspect.UNDEAD, Aspect.MAN, Aspect.UNDEAD}),
  101. Slime(EntitySlime.class, new Aspect[]{Aspect.SLIME, Aspect.SLIME, Aspect.BEAST}, 0.6f, 0.0f) {
  102. @Override
  103. protected Entity createEntity(World worldObj) {
  104. return setSlimeSize(super.createEntity(worldObj), 1);
  105. }
  106. },
  107. Spider(EntitySpider.class, new Aspect[]{Aspect.BEAST, Aspect.UNDEAD, Aspect.UNDEAD}),
  108. Squid(EntitySquid.class, new Aspect[]{Aspect.WATER, Aspect.WATER, Aspect.WATER}, 0.3f, 0.5f),
  109. Villager(EntityVillager.class, new Aspect[]{Aspect.MAN, Aspect.MAN, Aspect.MAN}),
  110. Wisp(EntityWisp.class, new Aspect[]{Aspect.AIR, Aspect.MAGIC, Aspect.MAGIC}, "Thaumcraft."),
  111. Witch(EntityWitch.class, new Aspect[]{Aspect.MAGIC, Aspect.UNDEAD, Aspect.ELDRITCH}, 0.35f, 0.0f),
  112. Wolf(EntityWolf.class, new Aspect[]{Aspect.BEAST, Aspect.BEAST, Aspect.BEAST}),
  113. Zombie(EntityZombie.class, new Aspect[]{Aspect.FLESH, Aspect.FLESH, Aspect.UNDEAD});
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