In TC5 each note has their own unique pool of primal aspects. Once used up that note is useless and you'll have to get a new one. The size of the pool seems to be somewhat random but is also based on the difficulty of the note (how many different aspects do you need to connect).
no, I thought that the primary aspects accumulated
Like in th4[/pre]
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I speak Spanish, so if you notice a mistake is because I am not an expert in English D:
They don't HAVE to update, and they won't be left behind if people realize what the issues are. But again, people are on the midless race to play the latest version for no good reason other than "New version came in, plz update".
Why would you want to help "speed up" the process of updating? The problem is not that updating is being slow. It is that updating is making devs make sacrifices in their mods because the modding changes are simply detrimental for development.
Big mechanical changes could have been done in 1.7.10 without trouble.
Do you by any chance remember the 1.2.5 to 1.3 update? It's a very similar situation, except this time it's effecting all mods instead of just the singleplayer only mods in 1.2.5. Lots of mod authors decided to stick with 1.2.5 and not update at all. Now how many 1.2.5 mods are used on a regular basis? I'm sure that playerbase is quite tiny and powered only by nostalgia. Now I'd be perfectly fine sticking with 1.7.10, but based on past events that's just not gonna happen. This cycle of updating is just going to continue until Mojang decides to stop updating Minecraft. We can speed up this march of updating, or slow it down, but us players and modders are never gonna be able to fully stop it.
And sure, the changes could have been made in 1.7.10, but there WOULD be trouble. Many blocks were changed, removed or re-purposed. It wouldn't be a smooth update.
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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.
to 1.8 isn't an 'improvement'. In fact, it's slapping modpack users and
partner-mod users in the face, because thaumcraft will NEVER get
updates anymore while literally all other mods still do, and it's very
safe to say that more than 75% of thaumcraft players use this in a pack
with patner mods.
I get the frustration, but it's still a hobby project. He doesn't owe us anything.
I think what we might be thinking is that Taint is literally the reified essence of wrongness, and requiring any kind of resources from it for an everydaytech operation just seems perverse. It feels like it should be fought by the sane and exploited by the mad, not required for sane things.
Good point flavorwise. However, when one hovers over vitium in a research table one can see that it is the element of mutation and thus (metal) transmutation. Another thing worth noting is that alchemy in its totality could be considered for the mad. Essentia smelting produces flux/taint anyways and turning things into other things sounds pretty macabre to me. The sane thing to do would be to go mining for more metals as Auric stated he would much rather do. The best Thaumaturges are hardly sane...
Do you by any chance remember the 1.2.5 to 1.3 update? It's a very similar situation, except this time it's effecting all mods instead of just the singleplayer only mods in 1.2.5. Lots of mod authors decided to stick with 1.2.5 and not update at all. Now how many 1.2.5 mods are used on a regular basis? I'm sure that playerbase is quite tiny and powered only by nostalgia. Now I'd be perfectly fine sticking with 1.7.10, but based on past events that's just not gonna happen. This cycle of updating is just going to continue until Mojang decides to stop updating Minecraft. We can speed up this march of updating, or slow it down, but us players and modders are never gonna be able to fully stop it.
And sure, the changes could have been made in 1.7.10, but there WOULD be trouble. Many blocks were changed, removed or re-purposed. It wouldn't be a smooth update.
With the new model format aside, how is 1.8 making mods worse? You mentioned making sacrifices when updating, and again I'd like to reference the 1.2.5 to 1.3 update. 1.2.5's singleplayer mods had much more flexibility then what 1.3 had. Mods had to make sacrifices back then too. It really does suck, but there's not really much that can be done.
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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.
Not much way to argue with such a vague statement as "1.2.5's singleplayer mods had much more flexibility" but I'll have to take your word for it since my memory about those times is too vague. I never used singleplayer only mods anyways. Always played SMP.
I do hope Azanor would consider some end-of-life bugfixes for TC4 at some point, to leave it in a good place especially since it's still so popular (well, an even better place, it's not at all bad as bugs go really ).
Mods are gonna have to eventually update to 1.8 anyway or they'll get left behind. Sooner or later (although my money is on later) 1.8 will become the standard for mods. It's just going to be a lot slower then usual, although when large, popular mods like Thaumcraft move to 1.8 it'll help speed up the process a bit. Another reason I guessing Azanor decided to hop onto 1.8 already is cause it was an opportunity to make some massive mechanical changes.
They'll never have to update to 1.8 as long 1.7 stays available. 1.8 made big changes to the way modding and modloading works, and did not went for the better. This is because modloader, that little program that causes your game to handle mods without they have to deal with conflicting ID's or other problems, does not work with the new API they added in 1.8. The biggest con about having no appliable modloader software is that you will never be able to use more than one mod unless they are specially adapted to work with each other. So as long mojang doesn't revert this, there will never be a version where mods can be played on.
And no, 1.8 didn't open up massive mechanical challenges. Java coding has an (almost) infinite amount of possibilities to add. It's absolutely ridicillious to think that 1.8 unlocks new coding techniques, because they didn't change their core engine. That's not how coding works.
As I said before, it's not the latency of other mod programmers. Heck, they've done version transfers within a week, and we're already near 1.9! The real reason is because 1.8 is VERY unfriendly against modding. Transitioning to 1.8 is a dumb move because the only change you create is that you screw over people that want to use thaumcraft together with other mods. There's literally no gain, except for that very few vanilla items you get in there. Woohoo, a few more perdito research points for discovering Granite, Andesite and Diorite! Oh wait, feed the beast 1.7.10 versions already have this......... (Yes, they literally copied the content from 1.8 to 1.7.10 versions for that very anti-modpacking reason.)
@haette, see that little "donate" button on the bottom of the post? This doesn't make it a hobby project anymore. He's earning money from it. Even though the payment is unconditional, it's still an income. And it's not exactly a hobby anymore if there's earnings involved ;). People who paid him were happy because of what it contained and how cooperative it was, and didn't pay for a slap in the face because the developper ditched their partner mods.
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You want to be a dragon? Well, then you need to have wings, a passion to hoard, and have a deadly breath.
Oh, and did I forgot to tell you dragons are extremely territorial? ROAWR >:)
How odd. I've got 3 mods running together just fine and without any issues on 1.8. Well it sure is a good thing Forge's modloader works properly then.
Have you tried running Thaumcraft 5 on a 1.8 server? dangier2000 is having trouble running it on a server with his wife, as they crash whenever going near a taint biome or getting attacked by a mob with runic gear.
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If you are so butthurt over something out of your control, why not simply play the 1.7.10 version?
Like it or not,this mod is Azanor's hobby, wether he "earns" something of it or not.
You can't really feel entitled because he earns something out of it,nor get mad at him for not planning around other people's mods,especially as there are no "partner mods" as you speak of.
Have you tried running Thaumcraft 5 on a 1.8 server? dangier2000 is having trouble running it on a server with his wife, as they crash whenever going near a taint biome or getting attacked by a mob with runic gear.
Actually no, I haven't. I play mostly singleplayer, and occasionally LAN. It's been years since I've last played on a server and even longer since I've run a server myself.
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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.
They'll never have to update to 1.8 as long 1.7 stays available. 1.8 made big changes to the way modding and modloading works, and did not went for the better. This is because modloader, that little program that causes your game to handle mods without they have to deal with conflicting ID's or other problems, does not work with the new API they added in 1.8. The biggest con about having no appliable modloader software is that you will never be able to use more than one mod unless they are specially adapted to work with each other. So as long mojang doesn't revert this, there will never be a version where mods can be played on.
Good point flavorwise. However, when one hovers over vitium in a research table one can see that it is the element of mutation and thus (metal) transmutation. Another thing worth noting is that alchemy in its totality could be considered for the mad. Essentia smelting produces flux/taint anyways and turning things into other things sounds pretty macabre to me. The sane thing to do would be to go mining for more metals as Auric stated he would much rather do. The best Thaumaturges are hardly sane...
I thought Permutatio was transmutation.... But I was avoiding the transmutation recipes because in TC4, having them made it much harder to do ore purification with a crucible. If the iron duplication now needs Vitium, then it won't interfere with using nuggets for metallium. (For myself, my other mods give me a superior reclamation route through Blood Magic and Giacomo's Foundry.)
Vitium is actually fairly easy to get if you have any sort of secondary inventory. A donkey can serve, but the Travelling Trunk is sorely missed here. For now I'm using Blood Magic's "exalted crafter" and JustBackpacks, both of which work fine for "insulated storage".
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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.
And 'donations' doesn't mean he works for us. We donate money because we like what he's already given us in the hopes that he will continue.
The reason mods update is because you want to keep the most functional version of the software supported. 1.8 has issues, which is why a lot of mods haven't gone there yet, BUT 1.9 is supposed to be closer to the 1.8 basic code and rendering, so writing mods for 1.9 is supposed to be an easier jump from 1.8 than from 1.7.
Part of the reason modders move on is that new mods are based on the new versions. If everyone ONLY made mods for 1.7.2 and ignored 1.7.10, we'd have to deal with the issues of 1.7.2 forever. New mods have no reason to only be based in the old versions; it's why we don't see too many mods being actively developed for 1.5 anymore. You CAN do that. You could develop mods for the even older versions, I bet... but why would you? Mojang isn't adding new features to make you miserable, they're trying to make the game better.
no, I thought that the primary aspects accumulated
Like in th4[/pre]
I speak Spanish, so if you notice a mistake is because I am not an expert in English D:
In TC5 this has changed. The research section in the Thaumonomicon has more info.
Thanks !
I speak Spanish, so if you notice a mistake is because I am not an expert in English D:
Когда уже выйдет версия 5.0.4? Уже почти месяц прошел...
Do you by any chance remember the 1.2.5 to 1.3 update? It's a very similar situation, except this time it's effecting all mods instead of just the singleplayer only mods in 1.2.5. Lots of mod authors decided to stick with 1.2.5 and not update at all. Now how many 1.2.5 mods are used on a regular basis? I'm sure that playerbase is quite tiny and powered only by nostalgia. Now I'd be perfectly fine sticking with 1.7.10, but based on past events that's just not gonna happen. This cycle of updating is just going to continue until Mojang decides to stop updating Minecraft. We can speed up this march of updating, or slow it down, but us players and modders are never gonna be able to fully stop it.
And sure, the changes could have been made in 1.7.10, but there WOULD be trouble. Many blocks were changed, removed or re-purposed. It wouldn't be a smooth update.
I get the frustration, but it's still a hobby project. He doesn't owe us anything.
Потерпи. Он взял Azanor почти год, чтобы обновить до 1.8 Minecraft. Ничего хорошего не приходит от торопится .
(Used google translate)
Good point flavorwise. However, when one hovers over vitium in a research table one can see that it is the element of mutation and thus (metal) transmutation. Another thing worth noting is that alchemy in its totality could be considered for the mad. Essentia smelting produces flux/taint anyways and turning things into other things sounds pretty macabre to me. The sane thing to do would be to go mining for more metals as Auric stated he would much rather do. The best Thaumaturges are hardly sane...
1.3 didn't make mods worse though.
With the new model format aside, how is 1.8 making mods worse? You mentioned making sacrifices when updating, and again I'd like to reference the 1.2.5 to 1.3 update. 1.2.5's singleplayer mods had much more flexibility then what 1.3 had. Mods had to make sacrifices back then too. It really does suck, but there's not really much that can be done.
Not much way to argue with such a vague statement as "1.2.5's singleplayer mods had much more flexibility" but I'll have to take your word for it since my memory about those times is too vague. I never used singleplayer only mods anyways. Always played SMP.
I do hope Azanor would consider some end-of-life bugfixes for TC4 at some point, to leave it in a good place especially since it's still so popular (well, an even better place, it's not at all bad as bugs go really ).
They'll never have to update to 1.8 as long 1.7 stays available. 1.8 made big changes to the way modding and modloading works, and did not went for the better. This is because modloader, that little program that causes your game to handle mods without they have to deal with conflicting ID's or other problems, does not work with the new API they added in 1.8. The biggest con about having no appliable modloader software is that you will never be able to use more than one mod unless they are specially adapted to work with each other. So as long mojang doesn't revert this, there will never be a version where mods can be played on.
And no, 1.8 didn't open up massive mechanical challenges. Java coding has an (almost) infinite amount of possibilities to add. It's absolutely ridicillious to think that 1.8 unlocks new coding techniques, because they didn't change their core engine. That's not how coding works.
As I said before, it's not the latency of other mod programmers. Heck, they've done version transfers within a week, and we're already near 1.9! The real reason is because 1.8 is VERY unfriendly against modding. Transitioning to 1.8 is a dumb move because the only change you create is that you screw over people that want to use thaumcraft together with other mods. There's literally no gain, except for that very few vanilla items you get in there. Woohoo, a few more perdito research points for discovering Granite, Andesite and Diorite! Oh wait, feed the beast 1.7.10 versions already have this......... (Yes, they literally copied the content from 1.8 to 1.7.10 versions for that very anti-modpacking reason.)
@haette, see that little "donate" button on the bottom of the post? This doesn't make it a hobby project anymore. He's earning money from it. Even though the payment is unconditional, it's still an income. And it's not exactly a hobby anymore if there's earnings involved ;). People who paid him were happy because of what it contained and how cooperative it was, and didn't pay for a slap in the face because the developper ditched their partner mods.
How odd. I've got 3 mods running together just fine and without any issues on 1.8. Well it sure is a good thing Forge's modloader works properly then.
Have you tried running Thaumcraft 5 on a 1.8 server? dangier2000 is having trouble running it on a server with his wife, as they crash whenever going near a taint biome or getting attacked by a mob with runic gear.
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If you are so butthurt over something out of your control, why not simply play the 1.7.10 version?
Like it or not,this mod is Azanor's hobby, wether he "earns" something of it or not.
You can't really feel entitled because he earns something out of it,nor get mad at him for not planning around other people's mods,especially as there are no "partner mods" as you speak of.
Actually no, I haven't. I play mostly singleplayer, and occasionally LAN. It's been years since I've last played on a server and even longer since I've run a server myself.
Rubbish. I have 30+ mods on my 1.8 test server.
I thought Permutatio was transmutation.... But I was avoiding the transmutation recipes because in TC4, having them made it much harder to do ore purification with a crucible. If the iron duplication now needs Vitium, then it won't interfere with using nuggets for metallium. (For myself, my other mods give me a superior reclamation route through Blood Magic and Giacomo's Foundry.)
Vitium is actually fairly easy to get if you have any sort of secondary inventory. A donkey can serve, but the Travelling Trunk is sorely missed here. For now I'm using Blood Magic's "exalted crafter" and JustBackpacks, both of which work fine for "insulated storage".
And 'donations' doesn't mean he works for us. We donate money because we like what he's already given us in the hopes that he will continue.
The reason mods update is because you want to keep the most functional version of the software supported. 1.8 has issues, which is why a lot of mods haven't gone there yet, BUT 1.9 is supposed to be closer to the 1.8 basic code and rendering, so writing mods for 1.9 is supposed to be an easier jump from 1.8 than from 1.7.
Part of the reason modders move on is that new mods are based on the new versions. If everyone ONLY made mods for 1.7.2 and ignored 1.7.10, we'd have to deal with the issues of 1.7.2 forever. New mods have no reason to only be based in the old versions; it's why we don't see too many mods being actively developed for 1.5 anymore. You CAN do that. You could develop mods for the even older versions, I bet... but why would you? Mojang isn't adding new features to make you miserable, they're trying to make the game better.