You probably know what not to do in regular old Vanilla Minecraft. Don't dig directly down. Don't build a fireplace in a wooden house unless you take into account the fire spread mechanics. Don't hug a creeper. Don't take on the night with no armor. Don't carry all your valuable tools with you when you are not using them. But with Technic comes not only a whole bunch of mods but a bunch of new mistakes that can hinder your progress, waste resources, or kill you. Here you will find a non-exhaustive list of errors, including the most common mistakes you can make in Technic, and what you can do to avoid them.
Particularly explosive mistakes will be highlighted in red. Mistakes that are equally disastrous will get their own color.
To editors: Feel free to add additional mistakes to the list, especially for those mods where there are currently few or no entries. However, please have reasonably proper grammar (it doesn't have to be perfect, but lack of punctuation or capitalization will be reverted or fixed) and correct spelling, and keep the formatting of the page consistent.
IndustrialCraft2 provides many new machines and items to play with, but beware. Many of the new tools and machines are very dangerous and can easily kill you or destroy your house if you are careless. Thankfully, the majority of disasters can be avoided with a little care.
Smelting all your ores at the beginning of the game - IndustrialCraft2 has an early-game machine called the Macerator that can grind your ores down into dust, which you can then smelt for resources. Since each ore macerated provides two dust, your mining profits are effectively doubled (at least for copper, iron, tin, silver, and gold) once you get it. You will also need a Generator to supply power. While machines can consume Redstone Dust for energy, you will need a lot of redstone to make things later on throughout the pack, which brings us to...
Feeding Redstone to your machines to power them - You get something like 500 EU (energy) per dust, which isn't even enough to complete one operation for most machines. Maybe you're thinking "But in regular Minecraft I always end up with many large chests full of redstone and nothing to do but toss them into my lava incinerator!" However, you will be using way more redstone in Technic, both for IndustrialCraft2 and the many other mods in the pack, to the point where you might run out of redstone even if you don't burn half of it in your machines or lava incinerator. You should invest in a Generator before you make any machines, then you can power them with coal, or preferably wood/charcoal. To get the power to your machines you can either make an RE Battery or preferably use cables so that your generator may feed your machines power automatically. However, cables have a side effect, therefore avoid...
Using long lengths of cable between your generators/storage/machines - Cables are lossy. Generators, transformers, and storage devices will send out energy packet(s) every tick from their output face(s), and these packets will travel down the cables to the input face(s) of connected transformers, storage devices, and machines. For every block the packet travels, it loses a fraction of an Energy Unit (EU). If your cable is long enough you may lose most if not all of the energy you are generating in your cables. Fortunately, the energy loss is rounded down when the packet arrives so if your cable is short enough you won't lose a single EU! An insulated Copper Cable can run 4 blocks without losing EU, while gold can run for 2 blocks and HV can only run for 1 block (remember to insulate it). Tin Cables and Glass Fibre Cables can run for 39 blocks before losing EU, but the former can only take the tiny current supplied by the renewable generators and the latter is very expensive if you are just starting (you need a diamond). You can also use storage devices to "reset" the count so you can span hundreds of blocks without losing a single EU.
Not insulating your cables - Cables are lossy. Not insulating them with rubber makes them even more lossy. As well, uninsulated cables may shock you if enough current is passing through them and you are nearby, with damage ranging from slight to instantly fatal if the current is enough. You must insulate the cable fully (once for copper, 2x for gold, 3x for HV) to eliminate the shock risk and minimize energy losses. Partially insulated cables still carry a risk of shock, but the damage is reduced. Tin cables cannot be insulated, while glass fibre cables don't need to be insulated.
Connecting high-tier storage devices to your machines with low-tier cables - your BatBox outputs one packet of 32 EU (LV) every tick, which most cables can handle. However, once you upgrade to an MFE Unit, if you continue to use copper cables the 128 EU (MV) packets the MFE spits out will fry the cables - you will either have to use at least Gold Cable or place down an LV Transformer to step down to the 32 EU packets that copper cable will accept. Feed the energy from your MFE to the side with 3 dots, then connect your machines onto the other faces of the transformer with copper cables. Once you get an MFS Unit, the 512 EU (HV) packets it outputs will fry gold cables too. You must then use either HV Cable or Glass Fibre Cable (the latter is recommended if you can afford it), or step down the voltage with transformers. To step down to LV you will now need an MV Transformer to step down from HV to MV and then the LV Transformer to step down to LV. On a related note, do not use glass fibre cable to transmit EV, which can either come from the 3-dot face of an HV Transformer given a redstone signal or from certain nuclear reactors.
Using high-tier cables to transmit low voltages - the main tier cables (Copper, Gold, HV), while having progressively higher voltage limits, also lose progressively more EU per block. If you have your machines connected to a batbox and you replace the copper cables with gold or HV without changing anything else, you will lose more power, not less. Therefore, you should either consider upgrading your storage device to increase the voltage (and storage capacity) or use transformers to step up the voltage to the limit of your cables before transmitting the power, so there will be fewer packets sent and less EU lost. Note that this does not apply to Glass Fibre Cables. While they are between Gold and HV in terms of maximum voltage, they have extremely low energy dissipation. Instead of being balanced by energy dissipation, these cables are balanced by sheer cost, as you need one diamond to get 4 cables (6 if you use Silver from the RedPower mod instead of redstone). If you can afford them, use them for all except EV (you should still step up to HV if you are transmitting power for 40 blocks or more).
Connecting your MFE or MFS Unit to Tier 1 Machines - MFE Unit outputs packets of 128 EU (Medium Voltage), while your basic machines have a packet size limit of 32 EU (Low Voltage). Feed it any more and you won't just fry your machine - it will explode, resulting in damage to nearby blocks and loss of the machine. If you have all your machines clustered together you may very well lose several machines even if you didn't connect them all at once. To properly power your machines with an MFE, you must either step down to LV with an LV Transformer (cheap) or install a Transformer Upgrade (more expensive) into every machine you want to power. Make sure you put the upgrade in before connecting the power.
Connecting your MFS Unit to Tier 2 Machines - MFS Unit outputs packets of 512 EU (High Voltage). This will destroy not only basic machines but also the medium-tier machines that take MV. Only a few machines (such as the Mass Fabricator) can be connected directly to your MFSU. You will need to place two transformer upgrades into a basic machine before you can feed it HV.
Connecting EV to, well, anything other than an HV Transformer - Whether you have a nuclear reactor that is outputting more than 512 EU/t or you stepped up the voltage with an HV Transformer, remember to step down again before you connect to anything else. While the Mass Fabricator can take HV directly, if you feed it EV you will get a fairly massive explosion that destroys pretty much everything around what used to be your Mass Fabricator. Note that you can feed EV to your basic machines, but only with 3 transformer upgrades in each machine.
Breaking your machines with a pickaxe - Machines are fragile. If you break one with a pickaxe, you will only get the Machine Block (8 refined iron) back, or perhaps a Generator. You need a Wrench to successfully dismantle machines and pick them up for placement elsewhere. Even with the wrench there is a chance you will fail and break the machine, getting only the machine block back. To avoid this, get an Electric Wrench and set it to Lossless Mode with M + Right Click. Now, you won't lose your machines at all, but a large amount of energy will be consumed per removal - if you aren't wearing a BatPack or LapPack you will need to recharge it after each machine.
Smelting all your sticky resin in a furnace - Once you get an Extractor, you can get three Rubber balls per resin instead of one. You can also throw in your rubber logs (both from IC2 rubber trees and RedPower's rubberwood trees) and rubber saplings for 1 rubber ball each. You're going to need that rubber.
Using coal for torches and burning - Not a big issue, but you're going to need plenty of real coal (not charcoal) for several of the IndustrialCraft2 recipes. Use charcoal over coal for crafting torches, smelting, power generation, and other mods' recipes when possible.
Feeding your late-game machines with basic Generators - The basic Generator burns whatever your vanilla furnace can burn, but instead of smelting items it generates EU (one coal will give 4000 EU over 20 seconds). However, it will only take you so far, generating only 10 EU per tick and rapidly consuming your coal supply (perhaps you can make coalfuel or biofuel to up the efficiency but it takes quite a few steps and four different machines to get a filled Fuel Can). You can also try mod-added fuels like Alumentum but only if you have spare redstone. Three popular options are the Geothermal Generator, Solar Arrays, and the Nuclear Reactor. The Geothermal Generator converts lava into 20000 EU at a rate of 20 EU/t (50 seconds/bucket). It can hold 480000 EU of lava in its internal storage as well as whatever you can fit in the bottom slot. You can either feed it lava buckets (you keep the bucket), lava cells (the tin cells stack, both empty and filled, but are consumed with the lava), or pump lava in directly using BuildCraft pipes. Regular Solar Panels produce 1 EU/t during the day (except during rainstorms), but with the Compact Solars addon you can combine 8 panels into an LV Array, then 8 LV arrays into an MV Array, and 8 MV arrays into an HV Array (you also need LV/MV/HV transformers to craft them). This means you can have an HV Solar Array producing 512 EU/t taking up one block of space (just keep the Creepers and Ogres away), at the low low cost of 81 stacks of iron and even more stacks of rubber. Finally, the Nuclear Reactor can produce power ranging from moderate to extreme, depending on how you set it up, and the Uranium Cells will last a long time. Also, it is way cheaper than an HV array, but beware...
Not cooling your reactor sufficiently - Reactors produce a lot of power, but also heat. You must keep the reactor cool, both externally (Reactor Chambers and surrounding with water) and internally (Coolant Cells, Integrated Reactor Plating, Integrated Heat Dispersers, or just pump ice or water buckets in with pipes/tubes). You can also switch it off with a redstone signal, and allow time to cool down. If your reactor is getting too hot, it will start setting things on fire, water nearby will evaporate, creatures (including you) will take damage from further away than normal, and eventually blocks near the reactor will start melting. Internally, your cooling components can melt, accelerating the accumulation of heat. Eventually, the reactor will just explode, with the result ranging from moderately big (empty reactor) to a catastrophic crater spanning many chunks where everything is just destroyed (if your house is anywhere near that reactor, you'll need a new house, unless you built it out of bedrock). If you want to be safe, surround your reactor with Reinforced Stone (3 layers thick should absorb the blast). You can also use items from the Nuclear Control addon to monitor the temperature. Note: Breeder reactors are more efficient when hot, but just be careful not to blow them up. For more information on reactor mechanics, see Nuclear Reactor.
Forgetting to charge your Nano Suit - Making a Nano Suit is a good way to survive. Forgetting to charge it for the first time once you craft it is a good way to die. Also, you need an MFE Unit or better to charge it.
Placing an Electrolyzer next to a BatBox - You need an MFE or better to run the electrolyzer at an effective rate. Putting one next to a BatBox will result in extremely slow and inefficient operation.
Placing a Teleporter next to a cable - Teleporters consume a lot of energy, and they consume it all in an instant. No wire can hold that much energy, so you must place it directly adjacent to a storage device (MFS Unit recommended).
Mixing up input faces and output faces - Make sure you get the faces right. Storage devices output through the face with a dot and take input from all other faces. Step-down transformers take input through the 3-dot face and output through all other faces. Step-up transformers (redstone signal) output through the 3-dot face and take input from all other faces. Generators output from all faces, while machines take input from all faces.
Not filling miner holes - after finishing it's work, Miner leaves a 1-block wide, 60-block deep shaft. Falling from such a height is deadly to you and your items(if there's a lava lake on the bottom). Due to Murphy's law, it's suprisingly easy to perform such a stunt. Remember that miner can automatically fill the holes - after you had removed the drill, place some blocks in the pipe slot.
BuildCraft is about building stuff. Machines that extract rock and ore, machines that extract liquids, machines that build houses, machines that pipe around and sort your items, and even machines that craft stuff for you. However, you can also make machines that do absolutely nothing, machines that dismantle themselves, and machines that blow up.Powering your Engines without connecting them to anything - Engines which are powered (Redstone Engine just needs a redstone signal, Steam Engine burns coal/wood/lava/etc, Combustion Engine burns lava/oil/fuel). If the Engine isn't connected to anything, it will accumulate energy until it reaches its limit. For Redstone and Steam engines, the result is an explosion. Combustion Engines won't explode from an energy overload but the excess energy will be wasted (note that these engines have their own risk). You can tell how much energy a Redstone or Steam engine has accumulated by the color: Blue up to 25%, Green up to 50%, Yellow up to 75%, and Red up to 100%. As well, with each color change, the piston speed doubles as the engine attempts to offload its energy more quickly. Also, it looks like wooden pipes don't take energy when they are not pulling items out. please note however, that redstone engines produce so little energy that they will not explode even if not connected to anything for a week (tested).
Connecting too many Steam Engines directly to one machine - Various machines will only use so much power. If you connect too many Steam Engines (it really depends on the machine, but few take more than 10 steam engines) via daisy-chaining them to one another and then connecting one or more directly to the machine, the machine's internal storage will fill up, and once this happens, the extra energy will remain in the steam engines (actually, it will all end up in the lead steam engines pointing at the machine), and once the steam engine hits its limit it will explode. Don't use more engines than you need.
Connecting too many engines to one machine - If you are using Combustion Engines, if you have too many the machine will just fill up with energy and then the energy will build up in the Combustion Engines. Unlike Steam Engines, which explode when they hit their energy cap, Combustion Engines will simply dissipate the excess energy, resulting in waste. If you connect your engines to your machine via Conductive Pipes instead, whether using Steam or Combustion Engines, if you are generating too much and the machine fills up, the energy from the engines will be pumped into the pipes, and then having no destination will be dissipated immediately.
Connecting powerful engines directly to a machine without conductive pipe - Whether it's a Combustion Engine or a few Steam Engines daisy-chained together, make sure you connect it to a Conductive Pipe, then connect the pipe to the machine. With each stroke, an engine will try to transfer energy to whatever machine/engine it's connected to, up to a certain limit (1 MJ for redstone, 100 for steam, 500 for combustion), and also limited by how much energy is in the engine and the target's input limits and energy storage. Most machines have an input limit of 25 MJ, meaning steam and combustion engines will be severely bottlenecked when trying to output energy and will actually build up more energy per stroke than it can dissipate. One steam engine will heat up and cycle more quickly until it reaches an equilibrium, but chain a few together and the lead engine will go all the way to red (if an engine remains red for more than a moment you should turn it off or Boom!). A combustion engine, especially one running on fuel, will simply not be able to transfer all its power, and some will remain in the engine and build up until the engine's internal storage is full. Note that the Filler and the digging Quarry have much higher input limits, but still watch out for their energy cap. However, Wooden Conductive Pipes have a much higher input limit. Connect your engine to one of those and with each stroke, you are guaranteed that all the energy will be transferred to the pipe. As well, the energy will flow down the pipes to the machine, and the pipe will try to input energy into the machine with each tick (much, much faster than an engine). This will power the machine much more efficiently, resulting in less waste and fewer exploding steam engines. Note that energy over the machine's capacity will be wasted instead of accumulating in the engines (some will accumulate in the wooden pipe).
Not cooling your Combustion Engines - Unlike the other engine types, Combustion Engines don't explode on energy overload. However, they have a second value to deal with: Heat. Their color and piston speed will increase with heat instead of energy, and when they get too hot they will explode (and it's a big explosion). They gain one heat for every MJ generated, and they will only cool down if you feed them water or turn them off for a while (once turned off they will refuse to turn on again until they have cooled down). You can either feed it water buckets manually, or pump in water directly with pipes. The engine have a heat capacity of 100000 (same as their energy capacity) and will consume water once at 49000 heat. If you turn on a combustion engine running on fuel and don't cool it, it will explode after 1000 seconds. That might seem like a fairly long time, but it's less than one full Minecraft day/night cycle, and the time will just fly by if you go and do other things in your world.
Powering your Combustion Engines with Oil - One bucket of oil will power an engine with 40 MJ/second for 500 seconds (20000 MJ). One bucket of Fuel will power an engine with 100 MJ/second for 2500 seconds (250000 MJ). This suggests that one bucket of Fuel is worth 12.5 buckets of Oil. Therefore it is suggested that before using combustion engines, make a Refinery and power it off a couple Steam Engines until you get your first fuel bucket, then make a Combustion Engine and don't look back. If you are already using combustion engines with oil, be careful when switching over to fuel - your engines will heat up and consume water 2.5 times as rapidly, meaning you might need more pumps or more powerful engines on those pumps to keep your combustion engines cool. As well, a setup that was balanced with oil-burning engines will overpower your machines on switching to fuel. This can be fixed by using fewer engines (e.g. if you were using 4 engines before, reduce to 2 engines).
Overfilling your Combustion Engines - Any liquid fed to a Combustion Engine cannot be retrieved. If you're going to fill one with 10 buckets of fuel you better have a use for it. With any temporary setup (e.g. a Quarry or a Builder) you should only feed as much fuel as you think you will need to complete the task. It's better to give too little and add more later than too much and waste it. Alternatively, use the Additional Pipes' Power Teleport Pipe, set up your engine array in your base, and teleport MJ to your machines and what-not. Then when your machines are done operating you just go to your base and flip the lever to turn your engines off.
Trying to power machines with Redstone Engines - You need 20 Redstone Engines to have the same power output as one Steam Engine, and even then the meager output limit per stroke is usually way lower than the required input by most machines. The only machines you can realistically power with redstone engines are the Mining Well and Pump - even then you should have multiple. Use your Redstone Engines for wooden pipes (unless you need high output through that pipe).
Creating a loop with conductive pipe - I found a new recipe for TNT the other day. All you need are 4 golden conductive pipes, a sufficiently powerful engine array (at least 3 combustion engines on fuel), and a machine of your choice. Power will build up in the loop until you just have a glowing blue pipe. A few seconds later it will explode. Even when it doesn't create an explosion, a lot of the power will just be wasted traveling through the loop indefinitely instead of powering the machine.
Pumping from a 2x2 infinite water source - Eventually the Pump will take two adjacent blocks before the water can regenerate and you will have no more water. Make a 3x3 infinite water source and pump from the corner.
Connecting a wooden conductive pipe directly to a machine - Trust me, it doesn't work. Place at least one more stone or golden conductive pipe after the wooden pipe and connect that to the machine.
Connecting an obsidian pipe to two pipes - An Obsidian Pipe's purpose is to collect items that touch it (or when powered by an engine, suck up nearby items). For this to occur it must be a dead-end pipe, connected to exactly one other pipe. If you connect the obsidian pipe to two pipes it will not work.
Placing your power supply on the wrong side of a Quarry - When you place a Quarry down, it will mark either an area specified by Landmarks, or, if no landmarks are used, an 11x11 default area directly in front of the Quarry will appear (the actual area that will be dug, however, is 9x9). Make sure you don't have any engines, pipes, or other important things on or within this box, otherwise the quarry will erase them as it attempts to build the quarry frame. You might end up destroying multiple combustion engines, or maybe even the pipe transferring water from a pump to your combustion engines, allowing them to overheat!
Connecting your pipes to the wrong side(s) of machines and other blocks - It is important that your input pipes and output (wooden) pipes connect to the correct faces of your machines. While a chest can be loaded or unloaded from any side, furnaces and various machines have several different slots for different kinds of items. Generally, for any furnace-like block (this includes several IndustrialCraft machines and various other machines from different mods), the bottom face corresponds to the fuel slot, the top face corresponds to the slot for raw items to be processed, and processed items can be withdrawn from the sides. However, there are many exceptions, so make sure you hook up your pipes correctly for the specific machine.
Wiring logistics pipes - When using logistics pipes, the part that sometimes catches people out is that the basic pipes have to connect to an inventory to be able to sort things into them. Otherwise, the items drop on the floor and all your potential diamonds despawn in 5 minutes.
RedPower allows you to do much more with redstone than is possible in conventional Minecraft. Well, technically, vanilla redstone is Turing Complete already, but with this mod you can make your complex redstone, redstone computers, etc. much more compact, on the ceiling, or whatnot, or you can just craft a CPU and program that. You can also make cool machines that send your items around and sort them more efficiently than with Buildcraft (the items won't get spilled on the floor when they hit a full container; instead they will be sent to find another destination or stuffed back where they came from, jamming the system). There are three classes of machines: those that work when given a redstone signal, those that work when fed blutricity, and those that don't work because you set it up wrong. At least with RedPower, unlike IC and BC, there are fewer explosion hazards.
Feeding a continuous redstone signal to your Transposer/Filter/Block Breaker/whatever - Several redstone machines trigger only when receiving a pulse, or only trigger each time you turn the redstone on (like the vanilla dispenser). They might function differently or not at all if you feed a continuous signal instead, so only do it if you want that function (e.g. for a Transposer, feed pulses if you want it to shoot items out of a container, or a continuous signal if you want to make it a closed valve).
Trying to run Blutricity machines off redstone alone - Several machines, like the retriever, sorting machine, and frame motor, need Blutricity to run. Make sure you generate power with either Solar Panels or Thermopiles, and connect it to your machines. You can also add Battery Boxes for storage.
Trying to use a Transposer or Filter to send items into a BuildCraft pipe - Pipes and tubes are part of two completely separate mods. While a BuildCraft pipe will visually connect to the end of your transposer or filter the same way as a RedPower tube, it will not inject items into the pipe, therefore you must use RedPower's own tube transport system (it is faster and less wasteful anyways). If you absolutely have to inject items from your RedPower system into your BuildCraft pipe system (when you need rapid item transfer but don't want to use fuel/oil/coal/whatever), leave the block directly in front of the machine's output side empty (it's a good place to stick your Timer) and put an Obsidian Pipe on the next block over. The machine will shoot the items out into the open world, where they will then hit the obsidian pipe and get picked up.
Transmuting all your Nikolite and Tungsten - You need a tonne of nikolite (a few stacks) to do anything at all with redpower. When tungsten gets a use, you'll want to have at least one to condense because it could be needed to make awesome machines and it's a pain to find in the ground.
Changing the language - this will result in all redpower items in your world being called unnamed You can undo this by closing then reopening the technic launcher but you must still use English US.
Equivalent Exchange is based on alchemy, and a concept of every item and block having a value and being able to exchange items/blocks you don't need for other more desired items/blocks. Then there are the energy collectors that let you make stuff from nothing, dark matter and red matter tools and armour which never break and greatly outclass regular tools (but cost a lot), and all sorts of crazy items you can abuse to the point where you're almost playing Creative. Of course, there are all sorts of crazy ways to consume all your resources inefficiently and screw yourself up. Thankfully, by the late-game you will be able to get as much of whatever you want as you need, reducing the consequences of your errors.
Using regular coal where charcoal can be used instead - Coal has a value of 128 EMC, while Charcoal has a value of 32 EMC. From one coal you can get 4 charcoal, which is 4x as much EU in a generator, MJ in a steam engine, torches, whatever.
Not using a talisman of repair - The talisman of repair is a great way to fix your tools for free. It can work inside an alchemy bag, so it is a great way to have powerful tools and not having to worry about them breaking (too much). They are also quite easy to make.
Not carrying around an Alchemy Bag - It gives you 104 slots to stuff with your mining goodies. As well, if you die and lose all your stuff (fall in lava, stuff blown up, can't reach it, whatever), you only lose the bag itself and whatever was in your main inventory - just craft a new bag of the same colour and you will recover the contents.
Placing an Alchemy Bag inside itself - Yes, you can actually do this. When you open the bag, a GUI appears with your inventory and the bag's inventory. If you place the bag itself inside the bag's inventory, you have effectively put the bag inside itself. Now you have no way of getting it out (this also applies to the Ender Storage mod's pouches, if you use the pouch without a corresponding chest). You will lose access to the bag and all its contents until you craft or otherwise obtain a new Alchemy Bag of the same colour.
Trying to use this mod's fuels in regular furnaces or those from other mods - Alchemical Coal, Mobius Fuel, and Aeternalis Fuel have a fuel EMC value, but no heat value, which is what the vanilla furnace and various other machines from other mods that burn items use. As well, while charcoal and coal have the same heat value, coal has 4x the EMC value. The Dark Matter Furnace and Red Matter Furnace, unlike the regular furnace, are fueled by EMC instead of heat and can use any "fuel" as defined by EE. These furnaces are 2.5x more efficient than a vanilla furnace, and charcoal is equivalent in fuel value (20 smelts due to the furnace's efficiency) to burning it in a non-EE item. Coal is worth 4 charcoal (80 smelts) in either of these furnaces, Alchemical Coal is worth 4 coal, Mobius Fuel is worth 16 coal, and Aeternalis Fuel is worth 64 coal. You can also power these furnaces with an adjacent Energy Collector or Antimatter Relay, or with a charged Klein Star in the fuel slot (none of these will power non-EE items that burn fuel). If you have any of the above-mentioned fuels and you want to burn them in a non-EE machine (e.g. Generator, Steam Engine, Arcane Furnace), you must convert to charcoal first, using a Transmutation Tablet or Energy Condenser.
Trying to convert items using an Alchemical Chest - By itself, the Alchemical Chest is just that, a chest. The only difference between an alchemical chest and a vanilla chest is having nearly 4x as many slots for holding items (104 vs 27). It cannot convert your items and it does not have any other abilities, except that you can place them side-by-side and you can open them even with a block on top. On the other hand, the similar-looking Energy Condenser will convert your items, taking EMC from adjacent Energy Collectors and Antimatter Relays, as well as burning any item you throw into it, to create copies of a specified target item. Finally, the Alchemical Chest will gain some special abilities if certain magical items are placed into it (e.g. a Gem of Eternal Density will burn items in the chest for EMC and convert Iron up to Gold, then Diamond, then Dark Matter, then Red Matter).
Using an Energy Condenser to store your items - The Energy Condenser may at first appear to be a chest, but it's actually an automatic item converter. The Energy Condenser is to the Transmutation Tablet what an Automatic Crafting Table is to the vanilla crafting table. You give the condenser a target item and it will convert anything else you throw inside into copies of the target item (it can also pull EMC from collectors and relays). Do not treat the condenser as a chest for valuable items you will be using (e.g. your rings, or your Fortune III pick), as it will happily gobble those up to create more diamonds/gold/whatever you are targeting. On the other hand, if you have garbage (e.g. cobblestone) or resources (e.g. iron) that you want to store for the future in a compact manner, the Energy Condenser is your best friend - just stuff it all in there and the condenser will turn it into the equivalent value in diamonds/dark matter/etc. Afterwards, when you want to make something, take some of your converted resources out and convert them back using your Transmutation Tablet, craft what you need, make random things with whatever EMC is left in your tablet, and throw that back into the condenser. Just remember to teach the items to your Tablet before throwing them into your Condenser for the first time.
Not making a Philosipher's Stone or Transmutation Tablet - If you're clumsy like me, you might accidentely put your all your diamonds in the wrong slot in the condenser. Luckily I had 9 gold and a Philosipher's stone to save me. If you teach stuff to a transmutation tablet you don't need any materials to make them if you run out.
Right-clicking on gravel in an NPC village - Using the ability of a Dark Matter Shovel or a Red Matter Shovel to remove a gravel deposit in an NPC village can cause the entire road system of the village to be removed.
ThaumCraft is a magical mod that allows you to perform miracles. It also lets you royally screw yourself up if you make a mistake, then it will take a miracle to save you.
Mixing up ThaumCraft 1 and ThaumCraft 2 - They are almost two completely separate mods, rather than the latter just being an upgrade of the former. Although a bunch of items and tools are shared by the two versions, they often work differently and have completely different recipes. Also, in ThaumCraft 2, many items are hidden until you research them, even those you could make from the start in ThaumCraft 1. The stable Technic 6 build (Minecraft 1.1) uses ThaumCraft 1 while Technic 7 and the versions of Technic 6 using 1.2.x use ThaumCraft 2.
Forgetting you have Thaumcraft installed.
"I'll use the IC2 pack first", you say. "I'll try learning Thaumcraft later". Many other mods can be explored at your leisure, and in fact may be completely invisible until you start building items from the mod. Thaumcraft is already changing the world when you start the game, and Taint damage will start accumulating right away. Before you know it, half the map starts turning purple, you have no idea what's going on, and have no way to stop it.
Okay, maybe it's not that bad. However, there is no way to remove taint until deep into the mod. Fortunately, it changes very slowly and can take several dozen hours or more before severe effects start cropping up. Chances are it won't ever be a problem because you'll start delving into the mod and making your own disasters soon enough. But there are ways to prevent taint from increasing and thus keep your thaum-free world stable much longer.
The most important step is to stay away from purple. If taint blocks are growing, pack up and move immediately. Corrupted zones gain new ways of creating taint, which can spread and make things worse. Most of the initial damage will be to areas with a preexisting vulnerability to infection, but it can infect new zones given a few hours. Keep it far enough away that it stays out of world memory.
The next important step is to stay away from monoliths. Keep them away from your active world, they will always generate some taint charge. It's not nearly as bad as already corrupted zones, but in time it can potentially seed an infection that spreads across vulnerable areas.
The last step is to find some Silverwood (and its leaves, if possible), and scatter it throughout your base. Silverwood actively removes taint charge, preventing it from ever being able to increase. The exact amount of silverwood needed may change depending on what's underground, but it doesn't take that much to negate any possible ability for taint to grow (and it even gives some good aura boost to help later on).
That's it. Keep those things in mind and Thaumcraft won't kick you in the teeth before your first crucible.
Not monitoring taint levels in your Thaumcraft lab - As you smelt more stuff in your Crucible you will get more and more Taint in your system, and you will want to filter that out, but using filters sends taint into the atmosphere (you can stack the filters to reduce the pollution). As well, your thaumic devices all generate a taint charge when you run them, which causes taint levels to passively increase over time. Perhaps you want to collect pure vis with condensers, but that drains the atmospheric vis level and consumes valuable crystals. Left unchecked, you will eventually turn the land around your lab into a purple wasteland. Get a Thaumometer to check the relative aura and taint levels and whether or not the aura and taint are charged. Get the Goggles of Revealing and you will get numeric values for vis, taint, and charges in your chunk. Both also let you inspect vis and taint levels within conduits, tanks, and other components in your lab. At normal aura/taint levels, tainted ground will disappear. At 25% max Taint (default 3750), tainted ground will be able to remain in place. Once taint levels exceed about 33% (default 5000), physical taint will be able to spread, but only if there is already tainted ground in the area. However, once the taint bar on your Thaumometer exceeds 50% of max (default 7500), physical taint will generate spontaneously and take over the chunk. Note: a high taint charge will not directly result in your chunk becoming tainted. However, it means the taint level in your chunk will climb gradually, and possibly the aura level will fall, resulting in dangerous levels after a few hours depending on the magnitude of the charge. This gets worse near a village,because tainted villager = BAD!!!
Not building your lab near a Silverwood Tree - The Silverwood Tree is a magical tree that boosts the aura charge as well as rapidly sucking away any taint charge from your activities, meaning you can do pretty major stuff before taint becomes a problem. Build your lab in the same chunk as a Silverwood and you won't have to worry about Taint (much). Just watch how much taint you expel with Vis Filters - the tree won't help much with the taint you are directly expelling into the atmosphere. If you already built your lab or your house or it is otherwise not feasible to build your lab near such a tree, it is possible to move the tree. Harvest all the leaves with shears, then chop the tree down. You can then replace the tree, block by block, in the chunk containing your lab, and it will be just as effective as a natural tree. Note that unlike regular leaves, player-placed Silverwood leaves will decay if not connected to a silverwood log within 4 blocks, plus you get no saplings so don't screw it up. As well, you don't necessarily have to build a full tree. You can also build bushes, or even what has been dubbed a "discoball" (1 silverwood log in midair surrounded by leaves as far as they won't decay for).
Not researching - Many of the basic items are really inefficient. In fact, the first thing you craft from Thaumcraft 2 should probably be the Quaesitum. Make a cobblestone generator and just let the knowledge fragments generate. In fact, you can research nearly everything with just cobblestone and paper if you really want to, but you can speed it up with valuable items, books, bookcases, or Artifacts, and prioritize certain research branches with the appropriate artifacts. Research knowledge fragments to get theories, then research theories to get discoveries. Normally you will only get Lost fragments from regular items, but once you get most/all of the lost discoveries, these fragments will generate more fragments, including fragments of random types. A few theories require researching specific items (usually those related to the item) to obtain, and cannot be obtained from fragments.
Not making a big sugar cane farm - You're going to need all that paper and all those books for all that research. Once you are done all your research you can just feed the extra cane to your Crucible for Vis. Or feed it to your Energy Condenser for Dirt and toss that in for even more Vis.
Tossing high-value items into your Crucible - Well, of course you don't want to accidentally toss your valuable tools and stuff into your Crucible, but if you want the most Vis for the fewest items, you should only be tossing cheap items in there. For example, 1 Dirt = 1 V/T and 1 Dirt = 1 EMC. 1 Diamond = 64 V/T and 1 Diamond = 8192 EMC = 8192 Dirt = 8192 V/T. The only disadvantage is it's a fair bit slower to digest cheap items compared to expensive items. Note that the vis value of cobblestone is deliberately low because of cobblestone generators, so avoid using cobblestone in your crucible. Of course, if you have disabled Equivalent Exchange, this doesn't affect you and there's no problem tossing whatever you have that you don't need into the crucible.
Duplicating low-value items - You need 5 times the Vis to duplicate an item that you'd get throwing it in a crucible. So with 320 Vis you can duplicate a Diamond worth 8192 EMC. With 320 Vis you can duplicate 64 Dirt worth 64 EMC. You do the math again. This is actually a consequence of having two separate mods with two separate currencies and values assigned to every item in the game, and those values scale very differently in each currency (in general, with Equivalent Exchange, valuable items are worth many, many times more than cheap items [e.g. 1 diamond = 128 stacks of dirt], but with ThaumCraft, valuable items are worth more but not as significantly [e.g. 1 diamond = 1 stack of dirt]). Again, if you have Equivalent Exchange disabled, just duplicate what you need, as there will then be only one item currency and you can't abuse anything.
Tossing too many items into your Crucible - If you throw too much stuff into your Crucible it will overflow and all that extra generated Vis/Taint will be expelled directly into the atmosphere - as Taint. This is a very good way to turn a chunk purple fast.
Storing Taint in a regular Tank - The standard tanks cannot take very much stress. While pure Vis doesn't apply much stress to the Tank's structure (it's well-behaved), Taint corrupts the tank's structure and applies a much greater stress. The tank will creak and squeak and, after a few minutes full of taint, explode. The result is that all the Taint will be released into the atmosphere. You can research a better tank that not only holds twice as much Vis/Taint but can also hold Taint for much longer without exploding (at least a few hours).
Smashing every crystal you find with a pickaxe - This ruins the aura in the area and charges the taint. This may create problems down the road. To be honest, though, it's not too severe (unless you smash every crystal in a chunk and then drain the aura). However, if you find a tainted crystal cluster, go ahead and smash it for a boost to aura charge and a few free taint crystals. Also, beware using your Quarries as they will indiscriminately gather crystals (and half the time just destroy the block they are attached to first, leaving the crystals on the ground) and create a concentrated taint charge that will drain the aura in the affected chunks.
Trying to fight a Wisp without ranged weapons - The Wisps will just float out of your reach and keep shooting you until you die (even though each attack only does a little damage). Regular wisps will disorient you, earthen wisps will poison you, fiery wisps will ignite you, aqueous wisps will slow you, and tainted wisps will blind you. Use a bow, or one of various items from the Weapon Mod, or even a ranged weapon from ThaumCraft 2 itself. An entertaining sight is seeing a Bear picking a fight with a Wisp - the Wisp just floats above it and zaps it until it succumbs or you interfere (the Bear might win if the Wisp gets trapped, though). Don't be a bear and shoot them!
Not boosting your Crucibles - A normal Crucible is quite inefficient. When throwing an item in, about half of the vis stored in the item is converted into liquid Vis. The rest is converted into liquid Taint. The Arcane Furnace, which is used for smelting items (and when given vis, becomes extremely efficient and increases your yield from smelting ores, dusts, food, cobblestone, anything) can also function as a booster for your Crucible. To do so, place an Arcane Furnace directly underneath your Crucible. Now, as long as the furnace is fuelled, the Vis yield of your crucible is increased by 10 percentage points (decreasing the Taint yield by 10 percentage points). The main disadvantage is that the furnace will constantly consume fuel, even if there is nothing in the furnace or the crucible. Therefore, you must apply a redstone signal to disable the furnace when not in use to avoid wasting fuel. To increase efficiency further, attach Arcane Bellows to your furnace. Each one adds 2.5 percentage points to your crucible's efficiency, and you can attach up to 4. Finally, feed Vis to your furnace via Conduits for an extra 10 percentage points (the furnace will only consume a tiny amount of vis). Combining these and using the highest-efficiency crucible, you can get 100% efficiency (i.e. no liquid Taint). The only issue is you cannot connect 4 bellows, a conduit, and a redstone signal to the furnace with a crucible on top of it. Therefore, if you want an off switch, you will have to use just 3 bellows or use a simple RedPower frame structure (use 2 frames and attach a bellows to one of them and a redstone torch to the other; you will need Blutricity for the motors but very little; a Thermopile should suffice unless you toggle it rapidly).
Placing a block above a Vis Condenser - While the condenser itself takes up only one block of space, it also requires the block above it to be Air. This is where the crystal the condenser is using up will visually appear when the condenser is active. If you place any block here (including non-solid blocks such as torches), the condenser will drop as a resource (if you have upgraded it, the upgrades are lost).
Attaching your Advanced Vis Valves directly to your upgraded Crucible - The two upgraded versions of the crucible emit a redstone signal when more than 90% full. There is a good chance you might want to use advanced valves to separate your vis and taint (so you can deal with each appropriately). However, these valves close upon receiving a redstone signal. If you attach your valves right to your crucible and add a large quantity of valuable items (e.g. gold), once your crucible is 90% full, the valves will close and trap the vis in the crucible, which will quickly fill to 100% and will not empty without player intervention (a Crucible of Eyes will overflow and release taint into the atmosphere).
Mo' Creatures adds a variety of mobs to the game. There are passive, neutral, and aggressive mobs, and several are tameable. As well, there are a few additional hostile mobs that spawn in the Nether. If you don't watch out you can easily get overwhelmed by aggressive mobs.
Having grass in your horse stables - It sounds counter-intuitive, but you should NOT have grass in your horse stables if you care about their survival. Why? There are animals that will hunt and attack your horses. Animals spawn on grass. You will likely return only to see your horses replaced by a big cat. Of course, you should still keep the stable lit, or else you will have creeper and ogre and what-not problems.
Going to the Nether on Hard without really good armour and a ranged weapon - By really good, I mean a Nano Suit, Quantum Suit, or enchanted armour, or anything else with resistance to environmental damage. If a Fire Wraith hits you and you have standard armour, you will burn to death.
Using regular weapons to fight a Werewolf - You need golden weapons to dispatch a Werewolf quickly. Anything else, be it a Wooden Sword, Diamond Sword, Bow, Nano Saber, Lava Bucket, will take dozens of hits to kill.
Not lighting the area around your base - Ogre smash! Ogre smash! But seriously, those guys will ruin your day if they approach your wall while you're in your base, since they aggro through walls as well as march right through them, smashing them to bits. The simplest defense is to light the general area around your base. This will prevent them from spawning in that area. You can also build from a resistant material like obsidian or Reinforced Stone - some have found Marble to be effective as well. Basically, any block with high blast resistance should work. You can also build your base underground or in the sky as ogres don't dig down/up. Just watch out if you build deep underground. If you have any caves near your house, you can get a Cave Ogre, which is the most powerful type of ogre. Finally, you can use active defensive measures such as Thaumcraft Seals or Tesla Coils. Just make sure to place them away from the ogre's reach. They won't aggro on the seals or coils on their own or when hit by them, but if you are around, they can destroy them both.
It adds all sorts of rails and minecarts and new ways to die and stuff. Possibly splat your guts on the wall.
Riding onto normal track from a High-Speed Track without slowing down first - Normal tracks cannot support the high speed you can get on a high-speed track. If you don't slow down you will crash explosively. You can use some High Speed Transition Track to slow your cart down. Make sure the arrows point towards your high-speed track and away from your normal track, and that the track receives redstone power.
Not keeping high-speed rail lines clear - You crash into a mob, another minecart, or anything really, your minecart will explode and take you with it. This makes Nether High-Speed rail lines very dangerous as it is very difficult to keep mobs (especially Zombie Pigmen) from spawning in your tunnels while still being able to place tracks.
These dungeons are way bigger than the standard vanilla dungeons and contain tough monsters that are difficult to take down compared to normal monsters. Obviously, you can easily die.
Going into a dungeon unprepared - Make sure you have good equipment (armour and weapon) and a way out in case you need to evacuate. The Technic Pack contains plenty of weapon and armour options for taking these dungeons on (use Quantum armour if you can afford it; it makes you invincible as long as it's charged). Unlike normal dungeons, these ones contain special monsters, often wearing armour (these ones have quite a lot of life; you will see their armour break visually as an indication of their remaining life) and various bosses that will ruin your day. If you want to beat a dungeon without looking it up first on the Internet or with equipment that is only "good", make sure you can get out quickly if you trap yourself or you're about to die. The Void Bracelet from ThaumCraft 2 is a good choice for instantaneous escape if you have it (just make sure you make a portal Seal), with the only cost being a release of Taint charge in your departure and arrival spots. You can also try the Crystal Wing (don't use it in the Nether or you might burn yourself) for instantaneous travel to your spawn (however, it has limited durability).
Trying to tame/ride a Better Dungeons horse - Better Dungeons has its own horse mob, distinct from the Mo' Creatures Horse. Better Dungeons horses are not tamed like the Mo' Creatures Horse.
Somnia changes the sleeping mechanics. It works completely differently from vanilla sleeping, so beware! You can get attacked if your bed is out in the open, pushing you out and waking you up in the middle of the night. You will slowly heal while sleeping, and your hunger will slowly drain (even though doing nothing while awake doesn't drain hunger at all). You can also sleep during the daytime, sleeping until dusk instead of dawn, and can wake up at any time while sleeping. With a clock, you can specify a specific time to wake up. Finally, on Hard, you cannot wear armour while sleeping (it is uncomfortable), reinforcing the concept that you are vulnerable while sleeping, therefore you must shelter yourself properly.
Sleeping in the open - In regular Minecraft, if the sun is just going down, you can just place a bed wherever you are and sleep while it's dark enough to sleep but too bright for monsters to spawn, and you safely transition to morning instantly. With Somnia, the world is simulated as you sleep. Therefore, if you sleep in the open, the mobs will spawn as if you just stood still there, and as soon as one noticed you they would come and wake you up by hitting you and pushing you off, damaging you. If you happened to have a creeper wake you up, it's not pretty. What makes this even worse is that on Hard, you can't wear armour while sleeping, making you an easy target if you are out in the open. Even if you're in your house, you'd better hope an Ogre doesn't rampage through it to kill you, though. Half your house might be gone before it even wakes you up.
Using this mod on a low-end computer - Somnia simulates your world as quickly as your computer can handle it while sleeping. If you have a weak computer and/or a lot of machines and stuff running at once, the simulation won't be much faster (if any faster) than while you were awake. It is suggested that you turn this mod off if you have a weak computer and still want to use beds.
Mystcraft adds the ability to make new dimensions called Ages
Forgetting your Linking Book - You can and will get stuck in your new age. There is, however, a way back via Star Fissures, but it can have quite an impact on your world file sizes, depending on how lucky you are. If you happen to find a gaping hole in the world, feel free to take a jump and return to the Overworld. You will find your Descriptive Book on the floor where you used it. From thereon, you can travel in it without making another Linking Book. If you can't find any Star Fissures in your age, make more Descriptive Books (providing you have paper and feathers) until you find an age with Star Fissures.
If there are no Star Fissures, and you don't have materials for books, and the dimension doesn't give materials for books, and you don't have the necessary transmutation recipes from EE... welp. Your first Age books are going to have instability, most notably decay elements that will devour the world, and not even death will set you free. The only way out at this point is to cheat yourself a nether "portal" block, which returns you to the overworld's nether. You can port back to the overworld from there.
To avoid this trap: ALWAYS carry an overworld link book, and keep spares available whenever possible. Learn how to make Star Fissure Ages ASAP, and carry backups of backups to craft new books. There's nothing worse than getting trapped in a Mystcraft nightmare realm with no way out.
If you really need to leave an age, and don't have a book, you can spawn in a nether portal block(purple thing) and use that to get to the main overworld.
As well as the confusion and mistakes that can result when using an individual mod, having several mods, especially with some similar features, may cause additional confusion and more potential for things to go wrong.
Powering machines from one mod using another mod's power generators/sources - This is a technology-based pack, so there are obviously going to be mods that have some sort of energy/electricity system. In fact, all four major mods (IndustrialCraft, BuildCraft, RedPower, Equivalent Exchange, Thaumcraft 2) have a form of energy (IC has the EU, BC has the MJ, RP has Blutricity, and EE has EMC, TC2 has vis/taint). To add even more confusion, there are other mods that interact with one or more of these energy systems (many Forestry machines require a BuildCraft engine, and Forestry itself has an engine that creates BuildCraft power from IndustrialCraft power; ThaumCraft has a machine that can generate power for IC, BC, and RP). Machines from IndustrialCraft can only use EU for power, machines from BuildCraft can only use MJ for power, machines from RedPower can only use Blutricity for power, and items from Equivalent Exchange can only use EMC for power. Thankfully, EMC works mostly differently from the other types of power (it's more of an item currency than a type of energy), and it is usually not mixed up with the other energy types. A summary of each type of energy is available below. Remember when reading them that one type of energy cannot be readily converted into another (certain specific machines may convert between one form and another) and a battery for one type of energy cannot be placed into a machine from another mod to charge the battery or the machine.
- The Energy Unit is used by IndustrialCraft's machines to perform their functions. Many of IndustrialCraft's basic machines have essential functions that can greatly assist you overall (e.g. the Macerator and its ability to double your metal ores). Most IndustrialCraft machines are a light gray colour (similar to the vanilla Iron Block but with a slightly bluer hue) and have a Machine Block in their crafting recipe, and in their GUI you will see a small lightning-bolt icon (similar to the flame icon in a vanilla Furnace) that fills with red when the machine has power. Energy Units can be stored in certain blocks (e.g. the BatBox) and items (e.g. the RE Battery), and transported between blocks via Cable (i.e. the IndustrialCraft 2 cables). There are also several tools and armour in IndustrialCraft that need to be charged with EU to work. Energy Units can be generated in a variety of ways, including by burning items in a Generator, consuming lava in a Geothermal Generator, or by renewables such as Solar Panels (do not mix up IC and RP panels; the IC panel is crafted from the IC Generator and is a full block). Energy Units cannot be teleported directly.
- The Minecraft Joule is used by BuildCraft's machines to perform their functions. Many BuildCraft machines will automate various processes, such as mining, crafting, and sorting items. Most of the remaining ones will create or help you obtain the more advanced BuildCraft items that can let you generate more MJ or make better pipe systems. Most BuildCraft machines have some sort of Gears in their crafting recipe (either wood, stone, iron, gold, or diamond). If you run into an item requiring a Sturdy Machine or similar item, or gears made from other materials, you have found a Forestry machine, and these generally run off of Minecraft Joules if they need power (except the Electrical Engine, which runs off of IC energy units and produces MJ). Unlike the other energy types, there is no storage unit for MJ: while engines and machines can store energy until they pass it on/consume it, they cannot hold on to MJ indefinitely. The closest thing to a store of MJ is a tank full of Fuel - which can be burned in a Combustion Engine for MJ at any time. MJ can be generated by any BuildCraft or Forestry engine (which will have 2 gears and a piston in their crafting recipe). MJ is then transported via Conductive Pipes, or passed directly from an engine to an adjacent machine. Minecraft Joules can be teleported via special conductive teleport pipes.
- Blutricity is used by some of RedPower's machines to perform their functions, and has Amps and Volts as units. Blutricity-powered machines generally perform advanced functions (such as the Frame Motor and Sorting Machine) or perform basic functions more efficiently than vanilla items (such as the Blulectric Furnace) or conventional RedPower items (such as the Blulectric Alloy Furnace). Generally, a blulectric machine will have Blue Alloy Ingot in its recipe, and its GUI will contain two bars (one with a battery icon that indicates voltage, and the other with a lightning bolt icon that indicates how quickly the machine can run off its available power). Blutricity can be stored in the Battery Box (not to be confused with the IndustrialCraft BatBox, the Battery Box requires 4 BT Batteries which require Nikolite to craft) and the BT Battery, and can be transported via Blue Alloy Wire. RedPower only supplies two ways to generate blutricity: the Solar Panel (this solar panel requires 8 Blue-Doped Silicon Wafers and is only a partial block) and the Thermopile. Unlike most of the other mods, all the blulectric items will conduct through all their faces, meaning you don't have to hook up any wires if all your blocks are touching. The Sonic Screwdriver uses blutricity and can be recharged with a BT Battery. Blutricity cannot be teleported directly.
- EMC is used by certain machines and many items in Equivalent Exchange. It is not a conventional energy type, but a currency (hence Energy Matter Currency) that all vanilla and EE items and many mod-added resources have a value. Items can be burned for EMC in various objects such as the Transmutation Tablet and Energy Condenser, and some items, designated as fuels, can be consumed directly by EMC consumers such as the special furnaces or other items that need EMC to use their abilities. EMC can be generated from light in an Energy Collector, especially when partnered with an Antimatter Relay. There is no "EMC wire", but Collectors not upgrading fuel will transfer EMC to adjacent Condensers, Relays, or DM/RM Furnaces, and Relays will transfer EMC to adjacent Collectors (that are upgrading fuel), Condensers, or Furnaces. EMC can be stored in the form of items, in certain machines (collector, condenser, relay), or in a Klein Star (EMC Battery). EMC cannot be teleported directly, but of course you can transport items around with BuildCraft pipes and use the special teleport pipe to teleport them.
- Vis, or Thaum, is used by ThaumCraft's machines to perform their functions. ThaumCraft machines will often have crystal(s) in their recipe or be created in a Thaumic Infuser. Vis behaves more like magical gasoline than electricity, as it is stored in tanks and flows through conduits in liquid form, and in this liquid form it is consumed by machines. Liquid vis can be obtained in two ways: by burning items for their magical energy in a Crucible, or, in ThaumCraft 2, by pulling it out of the atmosphere with Vis Condensers, consuming crystals in the process. There is even a machine that can convert liquid Vis into Energy Units, Minecraft Joules, or Blutricity, depending on what you connect to it. In ThaumCraft 2, you can also find vis in the atmosphere, especially in lively areas like jungles, but there is also atmospheric Taint, and liquid Taint when you burn items in your crucible that will clog your conduits and fill your tanks. This can be filtered out, but the basic filter sends it into the atmosphere, and your machines can also create taint in the atmosphere. The result is that overuse of Vis can result in the land around you becoming corrupted! Vis cannot be teleported to distant locations, nor can it efficiently be stored in some form of portable battery, however, ThaumCraft 1 includes a Portable Vis Node that is essentially a battery, but it can only be used to power Symbols, and one can also make Solidified Vis, which acts as a storage block for vis, but you lose 10% of the vis. In ThaumCraft 2, one can store vis as Concentrated Vis, but this can only be thrown to release vis into the atmosphere.
Mixing BuildCraft pipes and RedPower tubes - Sometimes they will visually appear to connect, but they are not directly compatible, usually resulting in items being bounced/ejected at the connection point. You can switch between systems by using an intermediate chest, or using certain setups such as a Filter firing items over a one-block gap to be picked up by an Obsidian Transport Pipe.