I would REALLY enjoy the return of seals - but mostly the portal seals. They were definitely my favourite. They allowed me to avoid my hatred of ladders and stairs.
The Meaning of Life, the Universe, and Everything.
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A different thing I would wish for, is a way for mod developers to put their own research items in the "vanilla Thaumcraft" tabs in the Thaumonomicon. Teh reason being that many mod researches logically connect to existing research and a mod with many small utility research topics with no (or few) common theme(s) woudl fit better into the game this way.
It can already be done, sure, but you have asked us not to. And different mods' research items are likely to overlap. So we'd need:
1. Auto-layout for research topics.
2. Auto-sizing of the canvas so there is no limit to the number of research topics that can be placed in a tab.
A different thing I would wish for, is a way for mod developers to put their own research items in the "vanilla Thaumcraft" tabs in the Thaumonomicon. Teh reason being that many mod researches logically connect to existing research and a mod with many small utility research topics with no (or few) common theme(s) woudl fit better into the game this way.
It can already be done, sure, but you have asked us not to. And different mods' research items are likely to overlap. So we'd need:
1. Auto-layout for research topics.
2. Auto-sizing of the canvas so there is no limit to the number of research topics that can be placed in a tab.
3. Ability to zoom in and out in the view.
It was much worse before. This way is much better.
Although the railcraft tab that has nothing but two crowbars in it is a bit lame.
A different thing I would wish for, is a way for mod developers to put their own research items in the "vanilla Thaumcraft" tabs in the Thaumonomicon. Teh reason being that many mod researches logically connect to existing research and a mod with many small utility research topics with no (or few) common theme(s) woudl fit better into the game this way.
It can already be done, sure, but you have asked us not to. And different mods' research items are likely to overlap. So we'd need:
1. Auto-layout for research topics.
2. Auto-sizing of the canvas so there is no limit to the number of research topics that can be placed in a tab.
3. Ability to zoom in and out in the view.
It caused a massive mess with icons overlapping each other and it generated lots of bug reports here for things I do not have control over.
As for your points:
1) Definitely not - I like being able to lay out nice patterns with the research.
2) It already does that - the canvas can get quite large atm - if you have that many research topics you might want to condense them down. I'm doing exactly that for TC5 - stuff like the native cluster creation is being condensed into a single research. Why should be fairly obvious once it is released.
The actual space onscreen is a different matter and I am planning to make that fill up the entire screen instead of a small window like it does atm.
3) Not a bad suggestion at all and often requested. Its on my to do list
Azanor, someone commented somewhere that you were planning on changing the tabs system to have pages generated like creative inventory, is that correct?
I know you just talked about trimming down addons but with all of them out there it's getting close to possible to have an amazing full pack consisting of just Thaumcraft+addons, but if we can only have... so many addons that kind of ruins it.
So I'm just wondering if what I heard was correct or we need to get addon authors to find ways to condense their tabs some other way?
Having been around for those seals back in TC2 I would love to see a mix of the two. I agree with some of the other posts about mixing them, that they should have clearly defined areas of use and not overlap.
Were I to bring seals back, they would definitely not replace golems, but there would definitely have to be very little overlap between them.
Golems would probably be more limited to inventory type tasks or something were you need to use or carry things (fishing, use core, etc.)
Seals would have to be majorly rebalanced though - they were extremely broken cost-wise in TC 2 and things like the portal seal should not exist.
Why minimize overlap? What's wrong with having more than one way to do things? If assorted tasks can be accomplished in several different ways, then the players who prefer one method can use that method, and players who prefer to do it the other way can do the other, instead of forcing everyone to do it the same way. Having overlapping functionality doesn't hurt gameplay in any way, and allows exercise of stylistic preference.
The Meaning of Life, the Universe, and Everything.
Join Date:
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Posts:
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Member Details
All there is to know about TC5 can be found by looking at Azanor's posts. There's a quick link for that if you click the little triangle next to his name. (Above his avatar.)
This was probably mentioned somewhere, but I couldn't find it (sorry for repeat questions). What is the estimated release date of Thaumcraft 5 is it a "This Summer," "This year," or "Whenever it gets done" type of release? Also, will Thaumcraft 4 be receiving any more updates?
Thaumcraft is always a "whenever it gets done" mod and TC5 is no different. It'll get here when it does. And, no TC4 is in its final for unless something seriously game breaking comes up.
I'm going to have to say "No, no seals." Ultimately it's your decision, Azanor, but I feel like they don't really fit the style of Thaumcraft that you've achieved now. It's very artificer of magical items now, whilst in TC2 it was more of a magic-themed tech mod with some unexplainable stuff that didn't particularly fit the theme, as cool as it was. The mechanics of the world and how things work are better outlined and more consistent now.
If something the style of seals came back, I'd hope it's got the very "item infused with magic" feel that Thaumcraft has now, rather than the almost... ritual feel that Seals used to have. Although in truth I do prefer the "machines" we have currently. Seals may have been a handy, modular system, but I feel like they condensed too many features into one.
I would instead rather that you just create more wand foci and allow the Arcane Bore to automate their usage.
It caused a massive mess with icons overlapping each other and it generated lots of bug reports here for things I do not have control over.
As for your points:
1) Definitely not - I like being able to lay out nice patterns with the research.
2) It already does that - the canvas can get quite large atm - if you have that many research topics you might want to condense them down. I'm doing exactly that for TC5 - stuff like the native cluster creation is being condensed into a single research. Why should be fairly obvious once it is released.
The actual space onscreen is a different matter and I am planning to make that fill up the entire screen instead of a small window like it does atm.
3) Not a bad suggestion at all and often requested. Its on my to do list
4) a search bar, please
as for golems vs seals.
i really like the golems, and definitely dont want to see them go in favour of seals. if you want to put in the work, they could coexist and be something that can be unlocked by clearing thaumcraft dungeons.
for example, there are already seals, that act as traps in the dungeons in eldrich obelisks. scanning those could unlock the seals as an alternative.
or some functions would be done by seals, while others are done by golems. that would be another possibility. for example harvest golems are working perfectly, and there would be no reason to remove them. so do chop golems, and even though they lack a bit of control, where theyre throwing their fish, those golems work great aswell (and alchemy, or decanting golems etc.)
the golems have a lot of charm. i especially like the wand focus from thaumic horizons, that allows to make golems of practically any regular block with the appropriate textrures.
Are golems compatible with EnderStorage chests? I'm trying to build multi-level storage system with ThaumCraft, Automagy and EnderStorage, but golems wont put items in ender chest.
They are definitely compatible. I have been using them heavily, both as input to my storage system, and to maintain "everfull chests" with supplies (and pouches so I can get at them on the road). I've also got my charcoal farm supplying my distilleries, and my netherwart factory feeding Victus crystals to my animal farm.
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I did some CraftTweaker scripts for Mystical Agriculture. They fill in a couple of small gaps in MA, and also let you make or duplicate not only vanilla plants, but the blocks, plants and wood from Quark and Biomes O'Plenty. Also spawn eggs for most vanilla mobs! The scripts are here on Github.
I'm going to have to say "No, no seals." Ultimately it's your decision, Azanor, but I feel like they don't really fit the style of Thaumcraft that you've achieved now. It's very artificer of magical items now, whilst in TC2 it was more of a magic-themed tech mod with some unexplainable stuff that didn't particularly fit the theme, as cool as it was. The mechanics of the world and how things work are better outlined and more consistent now.
If something the style of seals came back, I'd hope it's got the very "item infused with magic" feel that Thaumcraft has now, rather than the almost... ritual feel that Seals used to have. Although in truth I do prefer the "machines" we have currently. Seals may have been a handy, modular system, but I feel like they condensed too many features into one.
I would instead rather that you just create more wand foci and allow the Arcane Bore to automate their usage.
It'd fit in just fine if it was apart of eldritch knowledge.
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Due to my snarky and sarcastic personality I can easily be seen as a jerk. If I've offended you in any way it was likely unintended.
I have some code for you, if you want it.
I would REALLY enjoy the return of seals - but mostly the portal seals. They were definitely my favourite. They allowed me to avoid my hatred of ladders and stairs.
A different thing I would wish for, is a way for mod developers to put their own research items in the "vanilla Thaumcraft" tabs in the Thaumonomicon. Teh reason being that many mod researches logically connect to existing research and a mod with many small utility research topics with no (or few) common theme(s) woudl fit better into the game this way.
It can already be done, sure, but you have asked us not to. And different mods' research items are likely to overlap. So we'd need:
1. Auto-layout for research topics.
2. Auto-sizing of the canvas so there is no limit to the number of research topics that can be placed in a tab.
3. Ability to zoom in and out in the view.
It was much worse before. This way is much better.
Although the railcraft tab that has nothing but two crowbars in it is a bit lame.
It caused a massive mess with icons overlapping each other and it generated lots of bug reports here for things I do not have control over.
As for your points:
1) Definitely not - I like being able to lay out nice patterns with the research.
2) It already does that - the canvas can get quite large atm - if you have that many research topics you might want to condense them down. I'm doing exactly that for TC5 - stuff like the native cluster creation is being condensed into a single research. Why should be fairly obvious once it is released.
The actual space onscreen is a different matter and I am planning to make that fill up the entire screen instead of a small window like it does atm.
3) Not a bad suggestion at all and often requested. Its on my to do list
So....I'm hearing a TC 5 is in the works? Is there anything that can be said about new features, and will it be available for 1.7 or only 1.8?
Azanor, someone commented somewhere that you were planning on changing the tabs system to have pages generated like creative inventory, is that correct?
I know you just talked about trimming down addons but with all of them out there it's getting close to possible to have an amazing full pack consisting of just Thaumcraft+addons, but if we can only have... so many addons that kind of ruins it.
So I'm just wondering if what I heard was correct or we need to get addon authors to find ways to condense their tabs some other way?
Having been around for those seals back in TC2 I would love to see a mix of the two. I agree with some of the other posts about mixing them, that they should have clearly defined areas of use and not overlap.
Mainly it's just an overhaul and update to 1.8. I think azanor said there would be a few new features and several changed/redone ones.
Why minimize overlap? What's wrong with having more than one way to do things? If assorted tasks can be accomplished in several different ways, then the players who prefer one method can use that method, and players who prefer to do it the other way can do the other, instead of forcing everyone to do it the same way. Having overlapping functionality doesn't hurt gameplay in any way, and allows exercise of stylistic preference.
He has to - the beans are planted underneath the logs only.
All there is to know about TC5 can be found by looking at Azanor's posts. There's a quick link for that if you click the little triangle next to his name. (Above his avatar.)
I have all other researches, but I can't learn these.
You definitely don't have all the other researches. Hint: find the place which is not.
This was probably mentioned somewhere, but I couldn't find it (sorry for repeat questions). What is the estimated release date of Thaumcraft 5 is it a "This Summer," "This year," or "Whenever it gets done" type of release? Also, will Thaumcraft 4 be receiving any more updates?
Thaumcraft is always a "whenever it gets done" mod and TC5 is no different. It'll get here when it does. And, no TC4 is in its final for unless something seriously game breaking comes up.
I'm going to have to say "No, no seals." Ultimately it's your decision, Azanor, but I feel like they don't really fit the style of Thaumcraft that you've achieved now. It's very artificer of magical items now, whilst in TC2 it was more of a magic-themed tech mod with some unexplainable stuff that didn't particularly fit the theme, as cool as it was. The mechanics of the world and how things work are better outlined and more consistent now.
If something the style of seals came back, I'd hope it's got the very "item infused with magic" feel that Thaumcraft has now, rather than the almost... ritual feel that Seals used to have. Although in truth I do prefer the "machines" we have currently. Seals may have been a handy, modular system, but I feel like they condensed too many features into one.
I would instead rather that you just create more wand foci and allow the Arcane Bore to automate their usage.
Mod by Tuhljin
4) a search bar, please
as for golems vs seals.
i really like the golems, and definitely dont want to see them go in favour of seals. if you want to put in the work, they could coexist and be something that can be unlocked by clearing thaumcraft dungeons.
for example, there are already seals, that act as traps in the dungeons in eldrich obelisks. scanning those could unlock the seals as an alternative.
or some functions would be done by seals, while others are done by golems. that would be another possibility. for example harvest golems are working perfectly, and there would be no reason to remove them. so do chop golems, and even though they lack a bit of control, where theyre throwing their fish, those golems work great aswell (and alchemy, or decanting golems etc.)
the golems have a lot of charm. i especially like the wand focus from thaumic horizons, that allows to make golems of practically any regular block with the appropriate textrures.
They are definitely compatible. I have been using them heavily, both as input to my storage system, and to maintain "everfull chests" with supplies (and pouches so I can get at them on the road). I've also got my charcoal farm supplying my distilleries, and my netherwart factory feeding Victus crystals to my animal farm.
It'd fit in just fine if it was apart of eldritch knowledge.