Food for thought: Thought is just a chain of cause-reaction steps.
Well obviously. : )
Thoughts are merely arrangements of Electrical and Chemical energy, Coming together in specific patterns to form what we consider consciousness.
If you think about it we are little more than organic machinery, Functioning on Chemical mechanisms whose possible interactions are determined by how it connects to other Chemicals. And it all occurs on such a massive, Yet microscopic scale it is simply magical to consider how we are and function.
It is by this reasoning of my own that i do not believe that there exist good or evil, Kindness or cruelty, Ect, In the universe, They are all fabrications of our minds. For they are simplifications of the truth to make life easier to live; And actions easier to judge.
No matter how hard you try you cannot make nature Cruel, Only your own perception of it. We are born of Cause and Effect. And we always die of Cause and Effect. For the universe did not develop around us, We developed ourselves around it.
I should speak and say, That i have no problem with Azanor's Unified Theory on its own, Merely when one takes into account the assumption that the Minecraft universe functions on laws such as our own, With atoms, Molecules, Ect. (In-Universe that is.)
This is the primary reason i do not agree with a primordial creation process based on concepts.
If, However, It does not follow our reality's laws but rather its own entirely different set of laws i see no problem with the Unified Theory.
I wanted to interject that I adore and indulge in deep philosophizing over this Minecraft mod, as bizarre as it looks from a distance. I love the implications Platonic and otherwise.
I wanted to interject that I adore and indulge in deep philosophizing over this Minecraft mod, as bizarre as it looks from a distance. I love the implications Platonic and otherwise.
Does anyone know how I can easily replace villagers with more Eldritch-looking beings? Or even Thaumic-looking ones. I'm just getting tired of the normal villagers.
Any suggested texture packs? I'll just be using the villager part of it if it's a texture pack. But texture packs never include an image of the villager textures in the previews, meaning I'd have to download and activate every single one to find one I like.
so how is the general stand on tubes now? (with the poll being closed)
while the essentia transfuser is kindof cool, it also feels like its removing depth from the alchemy system. it feels like it should be a really lategame, almost endagme item since it trivializes essentia transport.
Hey, I've got an issue. I've gotten the Research that lets golems follow me around, and it mentions that the combat-capable ones will defend me. I made a combat-capable one, and made it follow me around, and it didn't attack anything - only when I left it near a Guard seal did it attack things. What's the deal?
Decided to give the mod another go. I was an early adopter, there should be a post by me on one of the very first pages of this very long thread. Since those days, the biggest improvement is clearly to the research minigame. The mechanics now encourage the player to learn a few aspects, the mechanics mesh with the idea of the mod quite well.
Infusion crafting is still just as fickle as I remember it. Having a primal charm get eaten feels just as terrible at it did when it the mod was younger, especially if you emptied your coffers to craft it. It's also easy to hit a wall where you have no idea what to scan to progress, sending you running to the spoiler section in the wiki or a walkthrough. Do I need to find a dungeon? Go all the way to The End? A few of the machines are still unintuitive to use as well, and even now that I understand how most of them work I find myself forgetting that the wand is necessary to initiate some things, but not others. Honestly, I'd be happy to see that caveat go altogether, despite how thematic it is. I also voted for the removal of tubes, while it doesn't take long to figure out their quirks, I feel they could be made to work intuitively (read: no more clogs) without hurting anything.
Still, I hope this is read as constructive criticism rather than bellyaching. This is still, perhaps, the best Minecraft mod.
Rollback Post to RevisionRollBack
"Don't pay any attention to the critics. Don't even ignore them." -Nicolas Negroponte
And her eI am narrowly missing it by a few days... But, anyway, by all means, please don't remove tubes. It was always a lovely puzzle and one of the characteristic marks of TC for me.
Let me elaborate on what I mean by "clean up".
There are currently a few systems, blocks and items that are holdovers from previous versions that may or may not be cluttering up the mod without actually adding anything.
Tubes, for example, might fall into this category. I like tubes, but a lot of people seem to dislike them and they are obviously not very easy to use.
Let me put up a very simple argument: You made them "not very easy to use". With TC2 and Vis/Taint duality, it was easy enough to chart your piping system. But then the amount of aspects grew exponentially, and tubes became unable to hold more than single aspect, effectively invalidating simple Tubes and shifting focus heavily into Buffers. In other words, the system became overcomplicated without a good reason. The fall back to six primal vis made it less of a headache, but still not enough considering that "Buffer is a new Tube".
The new transfusers are easy to use and it stands to reason that they can easily replace tubes completely. If they should is a different matter and that is why I put up the poll.
With all due respect, this is exactly the type of gameplay I do not want to see in my modpack. This is the very reason I do not want to play Botania. It's just TOO easy, if not plain brainless.
Another example is something a bit more abstract: Does vis also need to follow the aspect system?
(Note: I'm specifically talking about vis here, not essentia.)
This is implementation dependent. (Ref: TC2.) No definite answer.
Think about it for a bit. Vis is just a measure of magical energy and from a gameplay perspective acts as a gating mechanic. Want to craft gizmo A? Well, you need X amount of vis in your wand to do it.
I do not consider this as a gating mechanics, unless you take the limited amount as one (on which I agree… to an extent).
Gating mechanics that I consider superfluous are those of an on/off switch kind. When you either have something, or desperately scrambling to achieve it and literally unable to play until you get past the gate. Thaumcraft was always notorious for its gating mechanics, but it got relaxed in the past given diversity of the content and more interesting mechanics associated with progressing curve. (Ref: Research minigame. <3 )
Its second purpose is to be a limited resource and something you must be careful to not overuse. Overuse it and you get flux.
Neither of those purposes require there to be 6 different types of it. It is literally just flavour.
As I said, this is largely an implementation detail. You can go as far as requiring "just any type of Vis" in certain applications, but ask for "specific type" in other. Consider MTG style "costs".
Will you be losing out on gameplay? Good question and that is something to consider.
As has been pointed out previously multiple times, we've had the "one Vis - all colors" earlier. Worked quite well, if you ask me.
So by decreasing a feature by 6 times (6 kinds of vis to 1 kind), calculations speed up less than six times? That doesn't really sound like a solid performance increase. How optimized your original code must have been?
If you take pure time of that single calculation, it may be decreased that much, or nearly that much, but it isn't the only calculation that is going on, and it isn't easy to measure full impact in each case.
Azanor, I've been loving Thaumcraft since the original release way back when. Version 5 is awesome, your golems are awesome, you are awesome.
Could I leave one tiny suggestion? Please?
Golem based autocrafting for non-alchemic recipes. Pretty Please?
It could be similar to the golem press, but be made with an anvil, arcane work bench, and a few other nicks and nacks. It could build recipes with the assistance of a smart and dexterous golem. There'd be a vis cost of course, depending on what you'd want to do. Probably Machina, Instrumentum, Motus, Metallum, etc...
Well obviously. : )
Thoughts are merely arrangements of Electrical and Chemical energy, Coming together in specific patterns to form what we consider consciousness.
If you think about it we are little more than organic machinery, Functioning on Chemical mechanisms whose possible interactions are determined by how it connects to other Chemicals. And it all occurs on such a massive, Yet microscopic scale it is simply magical to consider how we are and function.
It is by this reasoning of my own that i do not believe that there exist good or evil, Kindness or cruelty, Ect, In the universe, They are all fabrications of our minds. For they are simplifications of the truth to make life easier to live; And actions easier to judge.
No matter how hard you try you cannot make nature Cruel, Only your own perception of it. We are born of Cause and Effect. And we always die of Cause and Effect. For the universe did not develop around us, We developed ourselves around it.
I should speak and say, That i have no problem with Azanor's Unified Theory on its own, Merely when one takes into account the assumption that the Minecraft universe functions on laws such as our own, With atoms, Molecules, Ect. (In-Universe that is.)
This is the primary reason i do not agree with a primordial creation process based on concepts.
If, However, It does not follow our reality's laws but rather its own entirely different set of laws i see no problem with the Unified Theory.
I wanted to interject that I adore and indulge in deep philosophizing over this Minecraft mod, as bizarre as it looks from a distance. I love the implications Platonic and otherwise.
Noster oculi aperti sunt. Id est Thaumcraft.
I made a D flip-flop!
Does anyone know how I can easily replace villagers with more Eldritch-looking beings? Or even Thaumic-looking ones. I'm just getting tired of the normal villagers.
Any suggested texture packs? I'll just be using the villager part of it if it's a texture pack. But texture packs never include an image of the villager textures in the previews, meaning I'd have to download and activate every single one to find one I like.
This is for 1.7.10 by the way.
~~~~~~~~
Fall into the hands of sorrow
Drawn by the darkest bay
Walk into the pit of silence
I am the one calling your name
~~~~~~~~
so how is the general stand on tubes now? (with the poll being closed)
while the essentia transfuser is kindof cool, it also feels like its removing depth from the alchemy system. it feels like it should be a really lategame, almost endagme item since it trivializes essentia transport.
.
That string doesn't need to be localized any further, it just needs to be used in TC5. You are aware it's already in R'lyethain, right?
Is anyone aware of a list of flux-free crucible recipe chain reactions? Im tired of having leftover essentia boil off and taint my base
Hey, I've got an issue. I've gotten the Research that lets golems follow me around, and it mentions that the combat-capable ones will defend me. I made a combat-capable one, and made it follow me around, and it didn't attack anything - only when I left it near a Guard seal did it attack things. What's the deal?
Decided to give the mod another go. I was an early adopter, there should be a post by me on one of the very first pages of this very long thread. Since those days, the biggest improvement is clearly to the research minigame. The mechanics now encourage the player to learn a few aspects, the mechanics mesh with the idea of the mod quite well.
Infusion crafting is still just as fickle as I remember it. Having a primal charm get eaten feels just as terrible at it did when it the mod was younger, especially if you emptied your coffers to craft it. It's also easy to hit a wall where you have no idea what to scan to progress, sending you running to the spoiler section in the wiki or a walkthrough. Do I need to find a dungeon? Go all the way to The End? A few of the machines are still unintuitive to use as well, and even now that I understand how most of them work I find myself forgetting that the wand is necessary to initiate some things, but not others. Honestly, I'd be happy to see that caveat go altogether, despite how thematic it is. I also voted for the removal of tubes, while it doesn't take long to figure out their quirks, I feel they could be made to work intuitively (read: no more clogs) without hurting anything.
Still, I hope this is read as constructive criticism rather than bellyaching. This is still, perhaps, the best Minecraft mod.
-Nicolas Negroponte
And her eI am narrowly missing it by a few days... But, anyway, by all means, please don't remove tubes. It was always a lovely puzzle and one of the characteristic marks of TC for me.
I'm playing in Thaumcraft 4, and I'm wondering if the infusion for void robes requires the normal robes to be fully repaired or not?
A good alchemist finds joy in creating those himself.
But it's just not possible with every recipe, because many aspects are not used in Alchemy.
I made a D flip-flop!
As far as I recall, damage is transferred over with infusion.
Let me put up a very simple argument: You made them "not very easy to use". With TC2 and Vis/Taint duality, it was easy enough to chart your piping system. But then the amount of aspects grew exponentially, and tubes became unable to hold more than single aspect, effectively invalidating simple Tubes and shifting focus heavily into Buffers. In other words, the system became overcomplicated without a good reason. The fall back to six primal vis made it less of a headache, but still not enough considering that "Buffer is a new Tube".
With all due respect, this is exactly the type of gameplay I do not want to see in my modpack. This is the very reason I do not want to play Botania. It's just TOO easy, if not plain brainless.
This is implementation dependent. (Ref: TC2.) No definite answer.
I do not consider this as a gating mechanics, unless you take the limited amount as one (on which I agree… to an extent).
Gating mechanics that I consider superfluous are those of an on/off switch kind. When you either have something, or desperately scrambling to achieve it and literally unable to play until you get past the gate. Thaumcraft was always notorious for its gating mechanics, but it got relaxed in the past given diversity of the content and more interesting mechanics associated with progressing curve. (Ref: Research minigame. <3 )
As I said, this is largely an implementation detail. You can go as far as requiring "just any type of Vis" in certain applications, but ask for "specific type" in other. Consider MTG style "costs".
As has been pointed out previously multiple times, we've had the "one Vis - all colors" earlier. Worked quite well, if you ask me.
If you take pure time of that single calculation, it may be decreased that much, or nearly that much, but it isn't the only calculation that is going on, and it isn't easy to measure full impact in each case.
Thanks for the advice. Now if anyone is interested in actually being helpful...
What do you expect? A complete cheatsheet for every recipe in the game?
I made a D flip-flop!
Certainly what we might hope for.
I always just go straight to automated alchemy to avoid this, so in TC5 this makes a bit of flux itself, but nothing unmanageable so far...
With essentia distillation you have fixed 15-20% flux, which can be a big deal.
If you can make a perfect recipe you get 0%
I actually have a list of perfect recipes and notes about them,
but it spoils a lot of the fun in my opinion if you don't find those yourself.
I made a D flip-flop!
Azanor, I've been loving Thaumcraft since the original release way back when. Version 5 is awesome, your golems are awesome, you are awesome.
Could I leave one tiny suggestion? Please?
Golem based autocrafting for non-alchemic recipes. Pretty Please?
It could be similar to the golem press, but be made with an anvil, arcane work bench, and a few other nicks and nacks. It could build recipes with the assistance of a smart and dexterous golem. There'd be a vis cost of course, depending on what you'd want to do. Probably Machina, Instrumentum, Motus, Metallum, etc...
Pretty Please, with a mana bean on top?