Such praise lol, It was nothing really just boredom
I'll likely continue to make more models, regarding the shelves I need more ideas for what to store on them.
So far I have implemented Books, Research Notes, Warded jars
And I have plans for Wands, Staves, Septres, Focci Pouch, Essentia Phails, and Potion Bottles
Oh I forgot to mention the models/textures will likely be tweaked, i'll be sure to keep people posted
I especially love your idea for those modular shelves; storing warded jars, scrolls, and books all on one BiblioCraft-style shelf would be an awesome addition to Thaumcraft! But those tables, too. Really cool work!
Hey, What program are you using to make those models? Might be interested in taking a look myself.
Also, The models are pretty cool, Thought up any ideas for what they are?(the ones that aren't shelves that is.)
I use ichuns mod tabula, it gets the job done, also gonna be working some more on some models later tonight.
Oh and I challenge you to make some unique accessories for the golems
I especially love your idea for those modular shelves; storing warded jars, scrolls, and books all on one BiblioCraft-style shelf would be an awesome addition to Thaumcraft! But those tables, too. Really cool work!
The table shelves would function the same as the regular shlves I really only had the desks in there as a template for working out the size objects should be
On the right side of the "Basic Information" tab, there's a research called "Deconstruction Table." It takes items as input and outputs primal research points. Only problem is you have to interact with it manually, unless maybe if you have ComputerCraft, and even then I'm not sure.
Don't use FastCraft unless you know what you are doing.
MC main menu is known to lag down to hell even beefy systems, as it spins the world in real time. (I.e. the background of main menu is not an image, but an actual MC world.)
It is not. They are 6 screens forming a cube that rotates.
Further input in the Research point with Deconstrution table, Best item i find to put in are crafting tables, extremely simple to get especially if you setup in a magic forest and have an axe of the stream. crafting table can give every single one of the primal aspects, other suggestions would be rotten flesh, or anything that is around humanus complexity, as long as you can farm said materail easily, or have a backlog of it
Rollback Post to RevisionRollBack
"Who am I, you may wonder?
I am someone you know very well.
For I am every man you meet
and I am every woman you meet."
After a short break, but I finally got the rendering issues fixed in my WIP immersive engineering/thaumcraft crossover addon!
Also, if anyone can make models/textures and wants to help, shoot me a pm. I have many plans. Same goes if you have modding skills, as I'm still a modding noob.
Now you can say that this is not the forum thread for this type of talk, but since it is regarding mods, I want to ask you anyway. Does anyone else have fps drop on modded minecraft with windows 10? Normal 1.7.10 minecraft it handles fine, but when I add mods the fps quickly starts dropping with every mod installed. To the point where I don't even need to be in a world to have lag: the menu itself even lags. I could run it with a stable 30 fps before, but now its unplayable.
Does anyone else have similair experiences with modded minecraft-windows 10 or has any knowledge of this?
(I use atlauncher and optifine ultra)
Here I play with no notable difference, no drops or boost neither. Using standard launcher and no optifine, and a server for 3 people running in the background.
On a side note, I discovered you can breed wolves with mana beans, the more you know...
The Meaning of Life, the Universe, and Everything.
Join Date:
3/20/2012
Posts:
62
Member Details
My love/hate with this mod knows no bounds. I've probably fully researched the thaumonomicon 40-50 times over the years and I'm sick of it. I've scanned my chest's contents hundreds of times, and i'm sick of it.
- I've tried enabling easy mode recipes but that just leads to needing way too much of hard to get aspects (instrumentum, etc). I've also tried enabling the cheat mode thaumonomicon, but it feels really cheaty being able to get the best of the best without having the roadblocks intended, like the advanced alchemical furnace. Why can't we have an "very easy" research mode that only uses a couple aspects each research?
- Is it too much to ask for a hotkey that allows you to scan things you click on, scan entire chests, or simply automatically scan objects you pick up? Dropping things on the ground and scanning one at a time was OK the first time, tedious the next few times, and mind boggling annoying the next dozen times.
Anyone else feel this way? My last few worlds I've avoided thaumcraft like the plague. Not because it's a bad mod, but because i'm simply tired of the investment time it takes.
Has anyone found any solutions that don't feel ultra cheaty?
Can you add support with mine little pony mod? Or "disable_3D_textures=true" option?
While Mod support with specific mods would be Azanor's call, I honestly think it would be the mine little pony's Dev's to figure out how to work 3d armors out, not every other mod that has them, also, at it's current incarnation, fortress armor does not have a "2d" fall back texture, and would probably look fairly ugly if it did.
Rollback Post to RevisionRollBack
"Who am I, you may wonder?
I am someone you know very well.
For I am every man you meet
and I am every woman you meet."
My love/hate with this mod knows no bounds. I've probably fully researched the thaumonomicon 40-50 times over the years and I'm sick of it. I've scanned my chest's contents hundreds of times, and i'm sick of it.
- I've tried enabling easy mode recipes but that just leads to needing way too much of hard to get aspects (instrumentum, etc). I've also tried enabling the cheat mode thaumonomicon, but it feels really cheaty being able to get the best of the best without having the roadblocks intended, like the advanced alchemical furnace. Why can't we have an "very easy" research mode that only uses a couple aspects each research?
- Is it too much to ask for a hotkey that allows you to scan things you click on, scan entire chests, or simply automatically scan objects you pick up? Dropping things on the ground and scanning one at a time was OK the first time, tedious the next few times, and mind boggling annoying the next dozen times.
Anyone else feel this way? My last few worlds I've avoided thaumcraft like the plague. Not because it's a bad mod, but because i'm simply tired of the investment time it takes.
Has anyone found any solutions that don't feel ultra cheaty?
Have you tried Thaumic Horizons? It does admittedly require research to get to it, but it provides a set of lenses for the goggles which do various things, one of which being auto-scanning things in front of you.
My love/hate with this mod knows no bounds. I've probably fully researched the thaumonomicon 40-50 times over the years and I'm sick of it. I've scanned my chest's contents hundreds of times, and i'm sick of it.
- I've tried enabling easy mode recipes but that just leads to needing way too much of hard to get aspects (instrumentum, etc). I've also tried enabling the cheat mode thaumonomicon, but it feels really cheaty being able to get the best of the best without having the roadblocks intended, like the advanced alchemical furnace. Why can't we have an "very easy" research mode that only uses a couple aspects each research?
- Is it too much to ask for a hotkey that allows you to scan things you click on, scan entire chests, or simply automatically scan objects you pick up? Dropping things on the ground and scanning one at a time was OK the first time, tedious the next few times, and mind boggling annoying the next dozen times.
Anyone else feel this way? My last few worlds I've avoided thaumcraft like the plague. Not because it's a bad mod, but because i'm simply tired of the investment time it takes.
Has anyone found any solutions that don't feel ultra cheaty?
Thaumcraft 5 is going to remove the scanning, last Azanor has said on it. This, coupled with a random aspect option for research, (suggestion here) could lead to a reduction in burnout.
Has anyone tried to make an addon that manages other addons to remove the too many addons issue where the tabs overlap? I'm not sure if it would be possible, but it seems like an obvious solution to ms so I'm guessing you can't.
Probably unintended behavior: When trying to figure out the Ancient Lock on the Ancient Door, I was able to ender pearl straight through it, after which absolutely nothing happened, then I was completely stuck because I was out of ender pearls.
Are you going to add artifacts back into Thaumcraft V? Please tell me you are. They were a favorite part of Thaumcraft II for me, and with Bibliocraft what it is now, I think they would make some awesome display pieces.
So I am going to make another one of my 'what if' posts. You know, the kind of post where I suggest a major mechanical change to TC to get your opinion?
As always this isn't actually changes I am planning on making unless the feedback is very positive.
What if the entire system of smelting items down for essentia is removed? Now, put down the pitchforks and bear with me. This is sort of a throwback to how things used to work in very early incarnations of TC, but modified.
Firstly, the aura will become the major source of both vis and essentia. Vis and anything vis related will remain unchanged. Wands will still be charged from it, etc.
The first change will be to alchemy - since items don't actually contain essentia you obviously cant chuck them in to get essentia. The only thing the crucible will accept (apart from the final catalyst item) is raw essentia in the form of crystalized essentia, phails, etc. Beyond that the alchemy crafting mechanic will remain the same.
So how do you get essentia then? The main early game method will be essentia crystallization. Pop a vis shard into a crystallizer and it will draw vis from the aura to produce crystalized vis of the same type as the shard. The shard itself will grow duller and duller and eventually turn into an used up dull shard. This process might sound at least partially familiar to old TC fans. Dull shards will have uses and there will be ways to turn them back into normal shards.
As you progress down related research paths the process will become more efficient and automated.
But, doesn't that mean you will only have crystalized primalessentia? Yup, the process above will only produce primal vis. Luckily that is what the crucible is for. Beyond alchemical crafting it will now also be used to create compound essentia. Simply pop in two types of essentia, stir with a wand and it will create compound essentia - or flux if you got the ingredients wrong. The essentia so produced in the crucible can be left in there for crafting, siphoned off with phials or simply piped out since you will be able to connect an alembic to the side of a crucible for that very purpose.
Obviously later research will allow this process to become more automated without the use of the crucible.
Apart from that everything else will remain mostly unchanged.
So why did I think of these changes and why do I want to do them?
Honestly, I don't have particularly compelling reasons. In short: I like changing stuff
Also the item aspect algorithm is a pain in the rear. Recently several mods have unintentionally broken it by adding TC compatibility and I've been playing whack-a-mole trying to stay ahead of it. The only way around the problem is to take the EE approach to things and precalc everything on server startup. I am not looking forward to doing that since it will require rewriting some key systems.
Additionally, trying to properly balance the aspects in items is an impossible task and once mods start adding their own values to their stuff the system tends to break down with easy to obtain items becoming simple sources of what is supposed to be hard to find essentia.
I especially love your idea for those modular shelves; storing warded jars, scrolls, and books all on one BiblioCraft-style shelf would be an awesome addition to Thaumcraft! But those tables, too. Really cool work!
I use ichuns mod tabula, it gets the job done, also gonna be working some more on some models later tonight.
Oh and I challenge you to make some unique accessories for the golems
The table shelves would function the same as the regular shlves I really only had the desks in there as a template for working out the size objects should be
On the right side of the "Basic Information" tab, there's a research called "Deconstruction Table." It takes items as input and outputs primal research points. Only problem is you have to interact with it manually, unless maybe if you have ComputerCraft, and even then I'm not sure.
It is not. They are 6 screens forming a cube that rotates.
Further input in the Research point with Deconstrution table, Best item i find to put in are crafting tables, extremely simple to get especially if you setup in a magic forest and have an axe of the stream. crafting table can give every single one of the primal aspects, other suggestions would be rotten flesh, or anything that is around humanus complexity, as long as you can farm said materail easily, or have a backlog of it
"Who am I, you may wonder?
I am someone you know very well.
For I am every man you meet
and I am every woman you meet."
After a short break, but I finally got the rendering issues fixed in my WIP immersive engineering/thaumcraft crossover addon!
Also, if anyone can make models/textures and wants to help, shoot me a pm. I have many plans. Same goes if you have modding skills, as I'm still a modding noob.
", palatino, serif">RUSTIC
O.o Immersive Engineering is amazing, what is your mod?
Here I play with no notable difference, no drops or boost neither. Using standard launcher and no optifine, and a server for 3 people running in the background.
On a side note, I discovered you can breed wolves with mana beans, the more you know...
Interesting, didn't know that o.O
Can you add support with mine little pony mod? Or "disable_3D_textures=true" option?
My love/hate with this mod knows no bounds. I've probably fully researched the thaumonomicon 40-50 times over the years and I'm sick of it. I've scanned my chest's contents hundreds of times, and i'm sick of it.
- I've tried enabling easy mode recipes but that just leads to needing way too much of hard to get aspects (instrumentum, etc). I've also tried enabling the cheat mode thaumonomicon, but it feels really cheaty being able to get the best of the best without having the roadblocks intended, like the advanced alchemical furnace. Why can't we have an "very easy" research mode that only uses a couple aspects each research?
- Is it too much to ask for a hotkey that allows you to scan things you click on, scan entire chests, or simply automatically scan objects you pick up? Dropping things on the ground and scanning one at a time was OK the first time, tedious the next few times, and mind boggling annoying the next dozen times.
Anyone else feel this way? My last few worlds I've avoided thaumcraft like the plague. Not because it's a bad mod, but because i'm simply tired of the investment time it takes.
Has anyone found any solutions that don't feel ultra cheaty?
While Mod support with specific mods would be Azanor's call, I honestly think it would be the mine little pony's Dev's to figure out how to work 3d armors out, not every other mod that has them, also, at it's current incarnation, fortress armor does not have a "2d" fall back texture, and would probably look fairly ugly if it did.
"Who am I, you may wonder?
I am someone you know very well.
For I am every man you meet
and I am every woman you meet."
Have you tried Thaumic Horizons? It does admittedly require research to get to it, but it provides a set of lenses for the goggles which do various things, one of which being auto-scanning things in front of you.
Thaumcraft 5 is going to remove the scanning, last Azanor has said on it. This, coupled with a random aspect option for research, (suggestion here) could lead to a reduction in burnout.
Profile pic by Cheshirette c:
Has anyone tried to make an addon that manages other addons to remove the too many addons issue where the tabs overlap? I'm not sure if it would be possible, but it seems like an obvious solution to ms so I'm guessing you can't.
And I know thaumcraft 5 is fixing this also.
Anyone knows why it also gives a Iron cap wand when using the /give command even tho you use different data and different data tags
I think you can get only the first item from the id not from there meta id.
GTNH Modpack is on Technic Launcher Hotlist now and available on FTB and Curse Launcher too!!!
http://www.technicpack.net/scraps/vol1
Minetweaker/Modtweaker Scripts I hosting on Github:
Hardcore well balanced Modpack with GT, Forestry, Railcraft, Thaumcraft and Better Questing Mod:
Probably unintended behavior: When trying to figure out the Ancient Lock on the Ancient Door, I was able to ender pearl straight through it, after which absolutely nothing happened, then I was completely stuck because I was out of ender pearls.
Are you going to add artifacts back into Thaumcraft V? Please tell me you are. They were a favorite part of Thaumcraft II for me, and with Bibliocraft what it is now, I think they would make some awesome display pieces.
So I am going to make another one of my 'what if' posts. You know, the kind of post where I suggest a major mechanical change to TC to get your opinion?
As always this isn't actually changes I am planning on making unless the feedback is very positive.
What if the entire system of smelting items down for essentia is removed? Now, put down the pitchforks and bear with me. This is sort of a throwback to how things used to work in very early incarnations of TC, but modified.
Firstly, the aura will become the major source of both vis and essentia. Vis and anything vis related will remain unchanged. Wands will still be charged from it, etc.
The first change will be to alchemy - since items don't actually contain essentia you obviously cant chuck them in to get essentia. The only thing the crucible will accept (apart from the final catalyst item) is raw essentia in the form of crystalized essentia, phails, etc. Beyond that the alchemy crafting mechanic will remain the same.
So how do you get essentia then? The main early game method will be essentia crystallization. Pop a vis shard into a crystallizer and it will draw vis from the aura to produce crystalized vis of the same type as the shard. The shard itself will grow duller and duller and eventually turn into an used up dull shard. This process might sound at least partially familiar to old TC fans. Dull shards will have uses and there will be ways to turn them back into normal shards.
As you progress down related research paths the process will become more efficient and automated.
But, doesn't that mean you will only have crystalized primal essentia? Yup, the process above will only produce primal vis. Luckily that is what the crucible is for. Beyond alchemical crafting it will now also be used to create compound essentia. Simply pop in two types of essentia, stir with a wand and it will create compound essentia - or flux if you got the ingredients wrong. The essentia so produced in the crucible can be left in there for crafting, siphoned off with phials or simply piped out since you will be able to connect an alembic to the side of a crucible for that very purpose.
Obviously later research will allow this process to become more automated without the use of the crucible.
Apart from that everything else will remain mostly unchanged.
So why did I think of these changes and why do I want to do them?
Honestly, I don't have particularly compelling reasons. In short: I like changing stuff
Also the item aspect algorithm is a pain in the rear. Recently several mods have unintentionally broken it by adding TC compatibility and I've been playing whack-a-mole trying to stay ahead of it. The only way around the problem is to take the EE approach to things and precalc everything on server startup. I am not looking forward to doing that since it will require rewriting some key systems.
Additionally, trying to properly balance the aspects in items is an impossible task and once mods start adding their own values to their stuff the system tends to break down with easy to obtain items becoming simple sources of what is supposed to be hard to find essentia.
Thoughts?